Sidetracked by the idea of Katrina and Lutecia, here's something about it.
Spoiler for Before:
The room was a mess. Littered with broken pieces of metal that formerly were coherent machinery, the chunks were all over the place now. Among the hazardous environment of shrapnel and jagged pieces of metal and glass, there was a more urgent situation presently. One that forced the purple-haired partners to be thoroughly focused.
Her partner spoke telepathically on their final plans.
“On three we charge. It’s all or nothing Megane. Let’s go. ”
“Got it.” Her reply matched by her matching pace towards the figure currently the focus of their attention.
“One..”
Though seemingly trapped in between them, their opponent did not seem the least disturbed. The young countenance a mask of calm remained throughout her sudden appearance right through the subsequent fight with them.
“Two..”
The black clad figure was running her finger down the rapier she held right now. Her crimson eyes on the blade instead of the encroaching threat in front of her right now. Silently mocking her opponents in the face of their charge.
“…Three!”
The two comrades sprang into action in tandem, testament to their years of partnership.
The girl showed the slightest of reaction by tilting her head towards Megane, her right eye narrowed in disdain. Her gloved hand rose, holding the rapier to face sideways towards Megane’s direction.
The purpled-haired summoner had only taken three steps before she felt the slightest hint of danger, and was hit by it.
The next thing she felt, surprisingly was the sensation of the cool hard wall against her back. A growing pain quickly gnawed at her as well. Looking down, the sight of a rapier deeply embedded into her abdomen gave her an unpleasant greeting. Gingerly, she caressed it, a dark fluid staining her fingers and spreading from the wound.
The sounds of clashing metal in the background slowly brought her back from the injury-induced stupor. Quint slumped against the wall in a similar position as Megane, utterly bruised and battered now as the lone standing figure in the room loomed over her.
Slipping away fast, Megane’s thoughts went out to the sole companion left to her.
“I’m sorry, Quint. For failing you..and the rest.”
“It’s fine. We knew the dangers of what we were getting ourselves into when Zest gave the orders and every one of us obeyed with their wills. Everyone knew and they followed, because it was him.”
“I’m terribly sorry.”
“Don’t be.”
Megane would carry her tears into words if she could, though it was too much for her tired and bruised body. A single lamentation came before she was claimed by the enveloping hands of the darkness.
“Worst of all, I’ve failed the one closest to me..”
A single teardrop fell silently onto the dusty floor, making its minute mark into the world as a final regret.
Onto the next part.
Spoiler for Guilt:
“Hurk!”
A pair of eyes became wide open against the dark room as a blast of wind blew against Megane, greeting her from sleep.
Fully awake now, she sat up to ease her body and adjust her sweat covered clothes since sleep would not come for sometime. Pushing the terrible memory aside took all she had right now.
Looking out to the open bedroom windows, the curtains slowly danced to the wind’s caress as she recalled the news since she awoke from her artificial sleep.
Recent revelations about the events before she awoke had left its mark and wounds were deeply scratched into her by the news of Quint and Zest’s death, among other things. Being the only survivor of her team from the incident did little to raise her mood and Luteica’s involvement in the recently concluded JS incident also disturbed her to no end as well.
Sleep evaded Megane everyday, almost as if it was punishment for the peaceful oblivion she was in as the world she knew changed. Her body was also greatly weakened, reducing her from her heydays of a prideful mage to a frame that she could not even rely on to move around now, confining her to a wheelchair. The increasing pangs of uneasiness and discomfort evident within her as she griped her chest.
Sorrow ate at her from within at the thoughts of it. Tears fell into her lap while the wind blew into her room again, mocking her with its cold touch and forcing her to shiver involuntarily.
Still, Megane could offer no complaints at the little consolation left to her now that she was finally back at her daughter’s side after so long. She was truly glad for things now even as she sought to put up a front to hide her pains from Lutecia's smiling face.
Gathering herself up, Megane reached for the controls at the tableside to close the windows before she was struck by a deep and terrible realization.
She was not alone.
“Well well. I’m glad you finally noticed, after leaving little old me in the corner for so long.”
Fear flared within her at the unknown and sudden voice in her head. Frantic, Megane’s voice was a squeak as she searched the room.
“Who’s there? Come out so that I can see you.” Fear expounded from within as she went stock stiff with each passing moment of uncertainty at the sudden intrusion.
“Having sweet dreams now are you? Or should it be expressed as nightmares in your case?”
Trapped and paralyzed in her own bedroom, Megane was helpless as a figure approached from the shadowy corner of the room. A single boot and brown uniform became faintly visible under the pale moonlight streaming in from the open windows, though the figure’s face was still obscured.
“Need more hints?” The voice continued as the figure stepped out from the shadows, the wind blowing up her long purple hair and matching eyebrows as her face became exposed to the light. Megane was nothing short of hyperventilating at this point.
“It can’t be..Quint?” But..you’re..supposed to be..”
“Dead? That is very much not true as I stand before you now, am I not?”
The sharp expression and hard manner of the woman that stood before Megane was nothing like the gentle and playful Quint she had known so well.
“That’s not it. You’re not Quint. She isn’t like that. At all.” That much she was definite of.
“Now that you’ve figured it out, I see no point in this any longer. Though do excuse me for not telling you my name. I ensure you that this mistake shall not be made a second time.”
“A second time?” Confusion arose though doing nothing to douse her state of panic. "Who..are you exactly?”
Moving forward, the fake Quint shed her disguise as her hair turned silver and eyes bright red, along with the rest of her slowly changing appearance into a figure Megane remembered all too well from her dream.
“Katrina. And I have come this night to discuss with you the future prospects of your daughter, Lutecia Alpino.”
Kind of choppy right now but I'll see how it goes.
Back to work but right now a long over-due lunch after skipping it.
Not bad on both of them. Megane still having issues is a good call . This should be an interesting conversation that takes place about lutecia.
Quote:
Originally Posted by Aaron008R
Your right, it's kinda strange. But I'll stick with he idea until something better comes along. Or maybe I'll have it around seven years before retirement.
It would be good.
Quote:
Sorry, none so far. I still need to think through and make the spell list.
Ah, yes. Gotta love those emotionless, assimilating. cybernetic enhanced Borg . And of course Q. Without Q there would be no Borg attempting to invade the Alpha Quadrant.
You're forgetting Seven of Nine
Quote:
Originally Posted by Evangelion Xgouki
Whatever could you be suggesting there, Lowe?
Whatever could you mean?
Quote:
Originally Posted by Evangelion Xgouki
Finally got some inspiration to write another piece from this...unique PoV that, as far as I know, only I have used so far .
Spoiler for My Partner:
Remorse. Guilt. Pain.
I had once thought that I understood these feelings. Dictionaries from numerous worlds give a clear understanding as to what these emotions are and how they come to be. Or at least so I thought until I met him. It was just a few years ago when we were introduced to each other for the first time. I had gone over his personnel file and knew all there was to know about him. Once again, I would be proven wrong during the course of our relationship. There is a saying on his world that you shouldn't judge a book by its cover. It couldn't be any truer than in the case of my Partner, Shamsel Nagisa.
Our first meeting in that TSAB room was an 'eye opening' experience for me. Having gone over his personnel file, it gave off the impression of a lonely, lost child with great magic potential. When that door opened and a beaming, energetic young boy walked in, I began to wonder if they had brought him into the wrong room or gave me the wrong file. I was wrong in both cases. Like many new Devices, I had no designation at the time. When asked what he wished to call me, he paused for a moment before slowly replying:
"Tuebor."
The form he had chosen for me was also rather interesting. Most mages preferred using their own variation of a staff to compliment the long-range Mid-Childa magic style. Instead, I found myself taking on the form of a naginta. When asked about it, my Partner had replied that he wanted something that he could use to attack as well as defend with. Eventually I would also discover that he had a fascination with the culture of another country on his world which influenced his decision a bit.
Thus began our partnership. It was still rather daunting to me that after all my Partner had been through he could have such a...friendly and energetic personality. Several months would pass as we trained together under the TSAB before I would find the answers to my confusion.
Shamsel lies down on his bed in the dorms, staring at the white and blue card in his hand.
"Ne, Tuebor?"
The blue gem in the middle of the card flickered in response.
"Do you think...that it's alright? For me to be living under this lie...under this false mask?"
I do not understand.
He chuckles, rolling onto his side as he turns the Device in his hand.
"I'm sure you do know. This...emotional facade that I've been using all these months."
What do you mean, Partner?
"All that I am...has been nothing but a lie, a cheap performance. Everyone thinks that I'm just fine and dandy...just a normal, happy kid learning magic. But it's all just a lie. I'm not happy, I'm not alright. I'm sure you know how I ended up here."
The Device make no efforts to try and respond. Shamsel wipes away a lone tear before continuing.
"I'm not even supposed to be here. I'm supposed to be at home, on Earth, giving a normal life with my parents and..and...my s-sisters. But no, I'm here in another dimension learning magic. The price? Their lives, Tuebor, their lives. I never asked for this. I wish that it had all never happened!"
Tears continued to freely cascade down from his blood shot eyes. Both hands clutched the card-shaped Device tightly as soft sobs echoed in the dark room.
What would they say?
Red eyes stared at artificial blue.
"Wh-what?"
Your family. What would they say?
"Th-that I'm a failure! I failed them...all of them! I let them die right before my eyes because I couldn't do anything!!"
I believe...that you did not fail them then, sir. You are failing them now.
This time it was Shamsel's turn to be caught speechless.
You did all you could, sir. There was nothing you could have done to stop a mage in your current state. But you managed to survive. Would you have their sacrifice be in vain?
"But...I couldn't protect them..."
Because it was beyond your current ability to do such, sir. You now have been provided the opportunity to gain that ability.
"Ability? You mean to pr-protect?"
Yes, sir.
The young mage laid there, letting the words sink in.
"The ability to protect...to protect others..."
Yes, sir.
"Can I...do you think I could? Gain the power to protect others?"
Of course, sir.
He manages a weak smile before clutching the Device close to his chest.
"Thank you, Tuebor."
They would be proud, sir.
To this day I still do not understand why I made that ending remark. It was rather odd, but it felt like the right thing to do. That night was the turning point in our relationship. After that day my Partner no longer forced that carefree facade. Rather he let it all come naturally. He was no longer as fixated on his past as he once was. Now he strove to improve his magical abilities so that he could protect the ones that he cared about, so no one would have to live through the pain that he knew.
We became much closer. At times he would confide in me, while other times he would tell me stories about his life on Earth and his family. I was honored by all the trust that he put in me. However nothing would have prepared me for that one day. He had often mumbled complaints about my inactive form, saying that it was cumbersome to carry around such a large item in his pockets all the time. Over the course of two weeks he had gone around talking to the technicians to find someone who could help him with his 'dilemma.' Eventually his searching yielded fruit and I was handed over to be modified without informing me as to what the change was to be. When I was reactivated, it was a rather large shock. He had told me about his late-father's ring that he always wore around his finger, but I never expected him to integrate it into my structure. I do not think that there was any way to describe how I felt at that moment. It was then I knew...I knew that no matter that happened I would be by his side to protect him and aid him in his goals.
Training finished and we were assigned on several patrol missions. We would encounter the occasional smuggler or low-rank criminal, but nothing too great. At least until that incident. It was extremely hard to watch as his comrades fell around him under the surprise attack. We gave it our all in hopes of reinforcements arriving. Reinforcements never came. The situation went from bad to worse, but my Partner never gave up...until she fell. As much as I try, I can't banish his screams from my memories. I had heard him scream and cry in his sleep on numerous occasions when the dreams came back to haunt him, but this time...was unbearable. Then I felt it. I wasn't sure at first, but then I felt it again, stronger. I could also sense his thoughts...of pain, anger, remorse...fear. It was then I decided to act. After it was all over, my Partner had no recollection of what happened. When asked about the event, I lied. I claimed that the assault had damaged my systems and I had no data from what happened towards the end of the battle. They downloaded the false data that I constructed which confirmed what I told them. I kept the real records protected and sealed deep within my core.
Afterwards we had no choice but to transfer out of the unit. My partner was deeply troubled for some time after, but eventually recovered. Although the dreams were another story. We soon found ourselves being placed a new unit, Rogue Squadron. Hopefully we can start anew here and my Partner can move on. He is my Partner, Shamsel Nagisa, and I am his Device Tuebor, the protector. I know that, no matter what happens, I will always be by his side. No matter what.
"You're failing them now."
Yup, Tuebor has the most AWESOME lines Nice introspection on his relationship with Shamsel, incredibly nice to see a device's feelings about his master
Quote:
Originally Posted by Chaos2Frozen
Spoiler:
Jeno:"So... About that last time... >.>"
Why am I not surprised?
Quote:
Originally Posted by USB500
You mean...
Spoiler for OSHI-:
Widuri: Hikki-sama.... *moans when Hikki starts winding the screw* ah... please be gentle... Hikki: *confused* you enjoy this? *Widuri shyly nods* then I'LL SCREW UNTIL YOU FEEL GOOD!!! : Widuri: HIKKI-SA*#^#$)@^%#$*(@&#&&^&*^@^*@!!!!!!!!!
*runs*
WANT NAO
*runs*
Quote:
Originally Posted by USB500
Lucky Negi. He gets to "screw" Chachamaru until she feels all good.
I want to do that too
*runs from Chachazero*
Quote:
Originally Posted by Aaron008R
Before tackling the backlog, here's Part 1 of Luozorl's profile!
Spoiler for Luozorl von Mazda:
Name: Luozorl von Mazda Nickname: Duke of Deceit Callsign: None Gender: Male Age: 76 (2 years after StrikerS) Birthday: 22nd November in the Earth Calendar Occupation/s: ???? Rankings: Registered mage ranking before retirement: Synthetic: SS Height: 6’5” Weight: 165 lbs. Build: Lanky Eyes: Gold Hair: Gray, long Magic style: Mid-Childa Magic Color: Extremely dark Violet Usual wear: a black regal suit Specialization: Field-Type Magic Devices: Yggdrasil (staff / Intelligent Device) Seiyuu: Takaya Kamikawa (Anti-Spiral…)
Profile: Luozorl von Mazda is a retired Enforcer of the TSAB. He was also a well-renowned fleet commander in his prime, as well as a frighteningly powerful mage. He wasn’t so much an aggressor, but rather a force who brought several table-turning factors into the battlefield. He used to sortie with a command of a small number of decent mages, capable of dominating a large part of any enemy forces with ingenious use of tactics and his incredible abilities as a Mid-Childa mage. His capability of introducing factors outside of enemy calculations earned him the moniker Duke of Deceit.
Personality: Both in casual and formal situations, Luozorl is every bit of a gentleman. His actions are refined and he keeps his tongue in check under all circumstances. He was a charismatic leader and an expert negotiator. In any case, he was depicted as a very likable man. He liked conversing with his subordinates in his free time; even sometimes bringing along a flask and some glasses of his favorite liqueur. He wasn’t really lax, just very calm most of the time. He still never let people under him cross lines of their authority, and was capable of handing out according punishment casually. That part of him was frightening enough for some. His sense of humor was considered very hard to follow. Several people found his height to be quite imposing, but later finds him to be very likable.
His demeanor in a battlefield hardly changes, except for his unusual silence, preferring telepathical communications with his comrades over shouting. He is usually very condescending towards opponents, furthering his advantage on both mental and emotional factors in the battlefield.
Relationships: He had a wife, two daughters and one son, but they got divorced for some reason; the children staying with their mother. Clyde Harlaown served under him in some occasions; and is an acquaintance of Lindy. His influence is considerably large. He retired nine years before StrikerS, claiming that he was tired and would leave the rest to the future. He was last seen in a planet under TSAB surveillance. His current whereabouts are unknown; however, he seems to still contact some ranking ex-colleagues in the TSAB.
Fighting Style: He specialized in Field-type spells, converting a large area into a combat space which is finely tuned to contribute to the absolute advantage of his troops. As a fighter, he uses ranged attacks. However, getting in melee is hardly a problem for him if he uses a tactical relegation field that cuts down the combat capabilities of would-be melee attackers, allowing him to use point-blank shooting attacks. When push comes to shove, he can use his reinforced staff device, Yggdrasil quite well with combat training from his long years of service in TSAB. Almost nobody could predict his tactics in the battlefield, as he had the habit of bringing about his Field Magic randomly, to the point that the tactic appeared all but logical. Even so, he always seem to be twelve steps ahead, properly coordinating his companions and his own actions to quickly and efficiently deal with opponents. His trademark attack spell is a ‘Buster Snake’, a heavily-controlled Remote Buster Spell. It possesses incredible speed, control and power, allowing him to eliminate multiple targets easily. It took him a good part of thirty years to perfect this spell.
Barrier Jacket: His Barrier Jacket is very similar to that of Chrono Harlaown’s, except being more predominantly black and violet.
Device: His device, Yggdrasil, is an Intelligent Device taking the form of a long golden scepter with an extremely dark ebon orb surrounded by six opposable claws. It’s AI has an unnervingly deep female voice. The sealed form of this device is an earring with a black orb. Over the course of Luozorl’s career, he used an S2U class Storage device and only obtained this custom-made device after retiring.
For a supposed final boss he sure doesn't sound like the type He sounds more like the type the other TSAB OC's could get along with.
Otherwise, nice to see another S2U user here
Quote:
Originally Posted by Tormenk
Sidetracked by the idea of Katrina and Lutecia, here's something about it.
Spoiler for Before:
The room was a mess. Littered with broken pieces of metal that formerly were coherent machinery, the chunks were all over the place now. Among the hazardous environment of shrapnel and jagged pieces of metal and glass, there was a more urgent situation presently. One that forced the purple-haired partners to be thoroughly focused.
Her partner spoke telepathically on their final plans.
“On three we charge. It’s all or nothing Megane. Let’s go. ”
“Got it.” Her reply matched by her matching pace towards the figure currently the focus of their attention.
“One..”
Though seemingly trapped in between them, their opponent did not seem the least disturbed. The young countenance a mask of calm remained throughout her sudden appearance right through the subsequent fight with them.
“Two..”
The black clad figure was running her finger down the rapier she held right now. Her crimson eyes on the blade instead of the encroaching threat in front of her right now. Silently mocking her opponents in the face of their charge.
“…Three!”
The two comrades sprang into action in tandem, testament to their years of partnership.
The girl showed the slightest of reaction by tilting her head towards Megane, her right eye narrowed in disdain. Her gloved hand rose, holding the rapier to face sideways towards Megane’s direction.
The purpled-haired summoner had only taken three steps before she felt the slightest hint of danger, and was hit by it.
The next thing she felt, surprisingly was the sensation of the cool hard wall against her back. A growing pain quickly gnawed at her as well. Looking down, the sight of a rapier deeply embedded into her abdomen gave her an unpleasant greeting. Gingerly, she caressed it, a dark fluid staining her fingers and spreading from the wound.
The sounds of clashing metal in the background slowly brought her back from the injury-induced stupor. Quint slumped against the wall in a similar position as Megane, utterly bruised and battered now as the lone standing figure in the room loomed over her.
Slipping away fast, Megane’s thoughts went out to the sole companion left to her.
“I’m sorry, Quint. For failing you..and the rest.”
“It’s fine. We knew the dangers of what we were getting ourselves into when Zest gave the orders and every one of us obeyed with their wills. Everyone knew and they followed, because it was him.”
“I’m terribly sorry.”
“Don’t be.”
Megane would carry her tears into words if she could, though it was too much for her tired and bruised body. A single lamentation came before she was claimed by the enveloping hands of the darkness.
“Worst of all, I’ve failed the one closest to me..”
A single teardrop fell silently onto the dusty floor, making its minute mark into the world as a final regret.
Onto the next part.
Spoiler for Guilt:
“Hurk!”
A pair of eyes became wide open against the dark room as a blast of wind blew against Megane, greeting her from sleep.
Fully awake now, she sat up to ease her body and adjust her sweat covered clothes since sleep would not come for sometime. Pushing the terrible memory aside took all she had right now.
Looking out to the open bedroom windows, the curtains slowly danced to the wind’s caress as she recalled the news since she awoke from her artificial sleep.
Recent revelations about the events before she awoke had left its mark and wounds were deeply scratched into her by the news of Quint and Zest’s death, among other things. Being the only survivor of her team from the incident did little to raise her mood and Luteica’s involvement in the recently concluded JS incident also disturbed her to no end as well.
Sleep evaded Megane everyday, almost as if it was punishment for the peaceful oblivion she was in as the world she knew changed. Her body was also greatly weakened, reducing her from her heydays of a prideful mage to a frame that she could not even rely on to move around now, confining her to a wheelchair. The increasing pangs of uneasiness and discomfort evident within her as she griped her chest.
Sorrow ate at her from within at the thoughts of it. Tears fell into her lap while the wind blew into her room again, mocking her with its cold touch and forcing her to shiver involuntarily.
Still, Megane could offer no complaints at the little consolation left to her now that she was finally back at her daughter’s side after so long. She was truly glad for things now even as she sought to put up a front to hide her pains from Lutecia's smiling face.
Gathering herself up, Megane reached for the controls at the tableside to close the windows before she was struck by a deep and terrible realization.
She was not alone.
“Well well. I’m glad you finally noticed, after leaving little old me in the corner for so long.”
Fear flared within her at the unknown and sudden voice in her head. Frantic, Megane’s voice was a squeak as she searched the room.
“Who’s there? Come out so that I can see you.” Fear expounded from within as she went stock stiff with each passing moment of uncertainty at the sudden intrusion.
“Having sweet dreams now are you? Or should it be expressed as nightmares in your case?”
Trapped and paralyzed in her own bedroom, Megane was helpless as a figure approached from the shadowy corner of the room. A single boot and brown uniform became faintly visible under the pale moonlight streaming in from the open windows, though the figure’s face was still obscured.
“Need more hints?” The voice continued as the figure stepped out from the shadows, the wind blowing up her long purple hair and matching eyebrows as her face became exposed to the light. Megane was nothing short of hyperventilating at this point.
“It can’t be..Quint?” But..you’re..supposed to be..”
“Dead? That is very much not true as I stand before you now, am I not?”
The sharp expression and hard manner of the woman that stood before Megane was nothing like the gentle and playful Quint she had known so well.
“That’s not it. You’re not Quint. She isn’t like that. At all.” That much she was definite of.
“Now that you’ve figured it out, I see no point in this any longer. Though do excuse me for not telling you my name. I ensure you that this mistake shall not be made a second time.”
“A second time?” Confusion arose though doing nothing to douse her state of panic. "Who..are you exactly?”
Moving forward, the fake Quint shed her disguise as her hair turned silver and eyes bright red, along with the rest of her slowly changing appearance into a figure Megane remembered all too well from her dream.
“Katrina. And I have come this night to discuss with you the future prospects of your daughter, Lutecia Alpino.”
Kind of choppy right now but I'll see how it goes.
Back to work but right now a long over-due lunch after skipping it.
Now that I think about it, it's kinda ironic that Megane got killed first, yet she's alive yet Quint and Zest aren't And the first chapter really scored that point in
But Katrina psyching out Megane with "Quint" was quite wicked, though what does she want with Lutecia?
Damn... it's on the level of AWESOME as the Nanoha Must Die stories here, really nice thoughts on the part of Raising Heart here.
Quote:
Originally Posted by USB500
Oh, here.
Spoiler for evil teaser:
“Ever wonder why Fate-sama is so deliciously hot and lovely?” the male crew continued. “It’s because she wears black. And black is her official colour.”
“True again, true,” his friend agreed. “Although why we’re talking about women’s personal fashions right now when we have works to do?”
“It’s not the question of WHY but WHAT,” the crew answered. “Whoever here doesn’t want to see Ginga and Carim in black?”
“WE APPROVE OF GINGA AND CARIM IN BLACK!!!” fan boys roared. “AND PLEASE ADD IBIS IS LOVE, TOO!!!!”
The two Number sisters now turned from red rose to tomato head, unable to suppress their embarrassment anymore. Even Subaru and Wendi had to hide their flushed face from sight.
Lutecia glared at the infatuated audience. “This is why I cannot understand people…” she sighed. “Should we just continue with the stage play, or shall I summon Garyu?” Everybody backed away from the purple-haired girl in fear. “Thank you.”
“Lutecia doesn’t have to threaten us like that…” fan boys sobbed.
Lutecia snapped. “Then turn to stone.”
Lutecia killed fan boys with Eyes of Medusa.
*runs*
Lutecia really takes after her alternate universe mother
Quote:
Originally Posted by FieryAeon
And we have our first geezer in the OC thread.
We've had lots of geezer OC's before actually, including Nighty's Austin
__________________
Against all the evil that hell can conjure, all wickedness that mankind can produce... We will send unto them, only you.
Well... since the thought of "800+ other magic systems" in the Nanohaverse is simply too tempting, i have managed to create OCs using a different kind of magic type from Mid/Velka.
That would be Ashton, Rurika and several of the Dei-Types FYI.
And I've managed to create a rough outline of that Magic form, on how it works and such...
Might as well post it for some suggestions and additions/alterations
Since this is NOT RELATED to the Current Nanoha canon, tone down on the harsh...
Spoiler for Canon of Dei: Outline:
The Canon of Dei
Contents:
Introduction
Premises
I. The Sigil
a. Overview
b. Symbolism
c. Form and Function
d. Variations and Differentiation
i. Purist
ii. Variants
1. Mid
2. Velka
3. Other
II. The User
a. Overview
b. The Status of Templar
i. Similarity
ii. Difference
c. The General Populace
i. Similarity
ii. Difference
d. Differentiation
i. Rank
ii. Status
III. The Tools
a. Overview
b. What Defines a Tool
i. Difference
ii. Similarity
c. Frame/Support Devices
i. Role
ii. Limitations
iii. Similarity and Difference
d. Guide/Aid Devices
i. Role
ii. Limitations
iii. Similarity and Difference
IV. The Use
a. Overview
b. Usage
i. Similarity
ii. Difference
c. Attack
i. Overview
ii. The Common
1. The “Es-” Group
a. –Tin
b. –Tun
c. –Ma
d. –Ka
e. –Ke
f. –Wu (Woo)
g. –Ral
h. Adaptations of the Group
2. Other Incantations of Attack
a. Neutral
b. Earth Element
c. Fire Element
d. Wind Element
e. Water Element
f. Holy/Light Element
g. Dark Element
iii. The Unique
1. Variations
a. Hybrids
b. Synthetics
c. Inverses
2. The Unspeakable
a. “Eskai” and other “instant” attacks
b. Bastardized Incantations that have real effects
c. Others
iv. Limitations
1. Kind
a. What to use?
b. Immunity of a Target
2. Element
a. Strengths and Weaknesses
b. Neutral or Elemental?
c. What could go Wrong
3. Form
a. Styles and Style Limitations
b. What Style is Best?
c. Style or No Style?
4. Other Reasons
d. Defense
i. Overview
ii. The Common
1. The “Ka-” Group
a. –Izel
b. –Ite
c. –Ina
d. –Upe
e. –Ahi
f. –Iun
g. –Ita
h. Adaptations of the Group
2. Other Incantations of Defense
a. Neutral
b. Elemental
c. Holy
d. Dark
e. Shields
f. Barriers
iii. The Unique
1. Variations
a. Hybrids
b. Synthetics
c. Inverses
2. The Unspeakable
a. “Kaimei” and other “impossible” defenses
b. Bastardized Incantations that have real effects
c. Others
iv. Limitations
1. Scope
a. Reason of Singularity
b. Why is “Kaita” needed?
c. Why not to Rely on Defense alone
2. Element
a. Strengths and Weaknesses
b. Neutral or Elemental?
c. What could go Wrong
3. Other Reasons
e. Support
i. Overview
ii. The Common
1. The “Re-” Group
a. –Izel
b. –Ite
c. –Ina
d. –Ana
e. –Ika
f. –Iun
g. –Ita
h. –Ikyo
i. –One
j. Adaptations of the Group
2. Other Incantations of Support
a. Heals
b. Debuffs/Degrading Spells
c. Transfers
iii. The Unique
1. Variations
a. Hybrids
b. Synthetics
c. Inverses
2. The Unspeakable
a. Redemption, after-effects of it and other impossible support
b. Bastardized Incantations that have real effects
c. Others
iv. Limitations
1. Scope
a. Qualifications
b. Situations
c. Conflict
2. Element
a. Strengths and Weaknesses
b. Heal or Transfer?
c. What could go Wrong
3. Other Reasons
f. Summons
i. Overview
ii. The Summoner
1. Role
2. Limitation
iii. The Animus
1. Paimon
a. Role
b. Progression
c. Limitation
2. Inanna
a. Role
b. Progression
c. Limitation
3. Hecate
a. Role
b. Progression
c. Limitation
4. Isis
a. Role
b. Progression
c. Limitation
iv. Upkeep
1. How to Raise and Train Animus
a. Acquisition
b. Training
c. Care and Feeding
d. Cementing Loyalty
e. Some Tips
2. Animus Death
a. What Happens
b. The “Void”
c. During Death
d. Some Tips
3. Unlocking the Full potential
a. Anima Maxima
b. Full Rest
c. Fast Recall
d. Ultimatum Requiem
e. Limits on Unlock
v. Issues
1. Compatibility
a. Midchildan
b. Velkan
2. Implications of the Summoner
a. Why Summon?
b. Real Life Summoner Stories
c. Cross-Classing
V. Other Items
a. Current Events
b. Current Magitech and Dei
i. Antimagic Weapons
1. AMF
a. Why Dei is Almost Immune to AMF
b. The Gap Generator
2. Terran Laws of Physics
a. The Link Between Terra and Dei
b. How to Counter a Soldier
ii. Artificial/Other Mage Types
1. Dei Clones
a. Reasons
b. Implications
c. Moral Outcome
2. Number Types
a. Number VS Clone
b. Assessment of Dei on Inherent Skills
3. Seeking Raids
a. Reasons
b. Implications
c. Assessment of Dei on Artificial Organic Unison Devices
d. The Velkan View
e. The Metherlance Report
iii. Key and other nondescript Device Types
1. Key Devices
2. Others
It may be too much for be, but i'll try to refine it and fill it up... so that some of the new OCs can use another magical form.
That's more common then you may think. Its usually the fans that give the explanations that end up in Wiki's.
Common, I know, but at least for me this is the first anime I have actually tried to understand, since I'm creating characters for it. And well, as you surely know because of your favorite topic, magic damage, it has not gone too well.
Quote:
I'm not sure you were still here back then, but we had character interviews a while back, during which one of the questions was about the characters love interests. I made Tesla answer Griffith. Things spiraled on from there.
Ahh... Yeah I was not here at that time, but I did read most of the questionnaires. And I do remember Tesla's now.
Quote:
Originally Posted by USB500
TEARS OF THE NORTHERN WIND
CHAPTER 11
HOLY SH--! Halcyon is OWNING.
Quote:
Originally Posted by Tormenk
Yeah she's pretty experienced in a lot of areas.. As for Iris..I have no idea who she is. But I'll try to read up about her later.
No need. I will be re-introducing her again, and properly, sometime soon. Though weird that you havent even seen some images of her before... I have posted plenty.
Quote:
Originally Posted by Nightengale
Hmm...
Spoiler for crack:
Only Uno knew. The silence of the corridors, the emptiness of his final order to her sisters...
"Carry out our dream."
Doctor... the Doctor had never used such words before. He was vain, arrogant, and self-serving. Even if he cared for his creations, he was never one to address his desires on the same weight as the rest. But for the first time, his words were simple, it was not extravagant. It was just... that.
As the illuminative lights ended at the hallway, there was only the shadow of a man, fallen on his weight.
"Huh... huh... huh..."
His breathing erratic, his fingers clawed the metallic flooring, his palm over his heart as he struggled.
"Doctor!!" Uno rushed to his side, her voice of fear echoing in that small pathway.
"Please, Doctor...if you don't activate F now, your conscience will-"
"It's no longer necessary... Uno."
His purplish crimson bangs covered his eyes, his body ashivered, his voice almost unheard...
"My existence as the Orphan is all-emcompassing. Even if I revive myself in another... it is already too late. My being is no longer my own."
"No, Doctor! Please... don't go away. You are the only person in this world... whom I hold dear! So, plea-"
Uno's words were stopped, as Jail pulled her to his side, as he kissed her. It was soft, fleeting... their faces parted, as Uno's tears rolled down her cheek.
"Your words...can no longer reach me. I will only carry out... my unlimited desire."
Wrote this in 2 minutes.
Why was I expecting a kiss ever since the words "Uno" and "Doctor" appeared...?
And damn, 2 minutes. Me wants those 1337 5K177Z
Quote:
Originally Posted by FieryAeon
Ancestor? Blood related (distantly)?
Haha, depends. I personally dont want to make Iris an Ancient Belkan. By doing so, I'd be limiting her background quite a lot... that is, in case I actually give her a complete background--her background is pretty open right now, so possible relationships with Katrina could be interesting.
Quote:
She'll go evil-mode and taunt them about their desire for freedom?
Hmm, I may be able to make use of this.
Quote:
Originally Posted by Estavali
The process helps churn crack out, I believe .
Or at least, that's what works for me .
I'll be looking forward to your crack.
Quote:
Originally Posted by Aaron008R
Before tackling the backlog, here's Part 1 of Luozorl's profile!
Spoiler for Luozorl von Mazda:
Name: Luozorl von Mazda Nickname: Duke of Deceit Callsign: None Gender: Male Age: 76 (2 years after StrikerS) Birthday: 22nd November in the Earth Calendar Occupation/s: ???? Rankings: Registered mage ranking before retirement: Synthetic: SS Height: 6’5” Weight: 165 lbs. Build: Lanky Eyes: Gold Hair: Gray, long Magic style: Mid-Childa Magic Color: Extremely dark Violet Usual wear: a black regal suit Specialization: Field-Type Magic Devices: Yggdrasil (staff / Intelligent Device) Seiyuu: Takaya Kamikawa (Anti-Spiral…)
Profile: Luozorl von Mazda is a retired Enforcer of the TSAB. He was also a well-renowned fleet commander in his prime, as well as a frighteningly powerful mage. He wasn’t so much an aggressor, but rather a force who brought several table-turning factors into the battlefield. He used to sortie with a command of a small number of decent mages, capable of dominating a large part of any enemy forces with ingenious use of tactics and his incredible abilities as a Mid-Childa mage. His capability of introducing factors outside of enemy calculations earned him the moniker Duke of Deceit.
Personality: Both in casual and formal situations, Luozorl is every bit of a gentleman. His actions are refined and he keeps his tongue in check under all circumstances. He was a charismatic leader and an expert negotiator. In any case, he was depicted as a very likable man. He liked conversing with his subordinates in his free time; even sometimes bringing along a flask and some glasses of his favorite liqueur. He wasn’t really lax, just very calm most of the time. He still never let people under him cross lines of their authority, and was capable of handing out according punishment casually. That part of him was frightening enough for some. His sense of humor was considered very hard to follow. Several people found his height to be quite imposing, but later finds him to be very likable.
His demeanor in a battlefield hardly changes, except for his unusual silence, preferring telepathical communications with his comrades over shouting. He is usually very condescending towards opponents, furthering his advantage on both mental and emotional factors in the battlefield.
Relationships: He had a wife, two daughters and one son, but they got divorced for some reason; the children staying with their mother. Clyde Harlaown served under him in some occasions; and is an acquaintance of Lindy. His influence is considerably large. He retired nine years before StrikerS, claiming that he was tired and would leave the rest to the future. He was last seen in a planet under TSAB surveillance. His current whereabouts are unknown; however, he seems to still contact some ranking ex-colleagues in the TSAB.
Fighting Style: He specialized in Field-type spells, converting a large area into a combat space which is finely tuned to contribute to the absolute advantage of his troops. As a fighter, he uses ranged attacks. However, getting in melee is hardly a problem for him if he uses a tactical relegation field that cuts down the combat capabilities of would-be melee attackers, allowing him to use point-blank shooting attacks. When push comes to shove, he can use his reinforced staff device, Yggdrasil quite well with combat training from his long years of service in TSAB. Almost nobody could predict his tactics in the battlefield, as he had the habit of bringing about his Field Magic randomly, to the point that the tactic appeared all but logical. Even so, he always seem to be twelve steps ahead, properly coordinating his companions and his own actions to quickly and efficiently deal with opponents. His trademark attack spell is a ‘Buster Snake’, a heavily-controlled Remote Buster Spell. It possesses incredible speed, control and power, allowing him to eliminate multiple targets easily. It took him a good part of thirty years to perfect this spell.
Barrier Jacket: His Barrier Jacket is very similar to that of Chrono Harlaown’s, except being more predominantly black and violet.
Device: His device, Yggdrasil, is an Intelligent Device taking the form of a long golden scepter with an extremely dark ebon orb surrounded by six opposable claws. It’s AI has an unnervingly deep female voice. The sealed form of this device is an earring with a black orb. Over the course of Luozorl’s career, he used an S2U class Storage device and only obtained this custom-made device after retiring.
Is it just me or his Nickname does not fit his personality? Also interesting how all your characters have a pretty deep Nickname... Duke of Deceit, Ace of the Heartless...
I do wonder, though, why would the most powerful spell of a Field-Magic-specialized mage be a pretty much overpowered Buster spell? I say overpowered not in term of actual magic power, but because, considering his magic specialization, Luozorl has a spell that rivals that of mages who have actually specialized in the Buster Magic category of spells... I would have thought he had an ultimate Field spell instead, since he is "specialized" in that category.
And an Aaron device without a cartridge system...!?! APPROVED!!!
Quote:
Originally Posted by Liingo
Is there a need for the ID? Given that he's used a SD for however long it was in the TSAB (50-60 years?) and has gotten results with a SD, why the sudden change to an ID.
I assume that they can be bought, but why would you when you've gone into retirement and not likely to need the extra power that the ID provides. If anything, it would have been good to have gotten it during his career.
You say he specialises in field spells. Magnitude of the spells please. Depending on your response is how nerfed his abilities should be while maintaining the spells...
Other than that, it's looking good so far.
I would probably say that an ID does not actually provide extra power... extra versatility, yes. Good point, though.
BTW Keroko, I did not forget about the Maria images. Unfortunately, though, I dont have any others aside from the ones that have already been posted. I do have a good amount of Star Ocean 3 images, but very few of Maria.
Any... Alnel?
Alnel makes up the best fanfics over at the Star Ocean segment. My Big Fat Aquios Wedding is still one of my favourites, evar.
Quote:
Originally Posted by Erio
...Well, I do have one... Hopefully Tesla has a lover...
Spoiler for Not Too SFW:
*runs*
Definitely exploitable...
*runs*
Quote:
Originally Posted by Estavali
Well, to be honest, that's what stumps me too. There must be something that makes AB special, but so far I can't find it in canon (well, figures actually, since I'm damnably lazy too ). Would appreciate greatly if anyone can contribute anything from the SS and such.
Argh... I need more info. Or crack, if info's lacking.
Aside from some sort of apparently 'ancient stance' that Zest can make out and how we haven't seen any Neo-users use Panzer-spells...that's about it. But that's like... really shallow.
Quote:
Originally Posted by Keroko
I am asuming that you don't have a 360, but still an urge to play the game?
I'm a sucker for epic sci-fi RPGs. Can't get enough of those amidst the hordes of fantasies.
Quote:
Originally Posted by Keroko
*snatches*
Keroko-kun: Thanks, I can... use this.
Tesla: I don't like your tone of voice here...
Keroko-kun: And rightfully so.
Quote:
Originally Posted by Tormenk
The two parts of this took much longer than expected and I'm a little mess up right now so some parts may not make sense.
Part 2 of Katrina's profile
Onwards to what the girl is capable of.
It's nearly 4am over here so I'll fix any glaring mistakes and edit as appropriate later in the morning.
Hmm... I don't know about any errors, I might've missed amidst that BLUECHEESIUM, but that was definitely interesting how you linked the whole Zest-event with Katrina. Plus awesome exchange between the 2.
Quote:
Originally Posted by Aaron008R
All in all, I think it eases the pain of StrikerS somewhat.
If it means having the chance to see Nanoha pull a 'final battle of Takamichi Nanoha' (( not her dying battle )) filled with turmoil of emotions as she shatters her own dreams with each beam spam, and makes her friends, etc watching/afar tearful, asking her to stop it etc etc, then it's worth it.
Quote:
Originally Posted by Aaron008R
Hehe... Family?
Hmm...
Maybe Hayate can get herself a raccoon familiar. :3
Since when Saga wears glasses?
Good stuff. [/quote]
Whenever he masquerades as Saga Ein, he wears glasses, without powers though.
Kinda like Clark Kent.
Quote:
Originally Posted by LoweGear
Yes, you must watch it... with ALL YOUR STRENGTH!!!!
I suggest you either buy it, or wait for the Animax re-airing... the HERO dub on it does it no justice
Gankutsuou is worth watching just for the Count alone, and that's not even counting the EPIX level of Gonzolander Dumas that makes even me
Quote:
Originally Posted by humbug23
This... Two minutes...
Zetsubou Shita! This skill in EPIX has left me in despair!
Well, to be fair, it was an easy scene to write since there's a base to use from Gankutsuou...
Now if only...
Jail: Stai dicendo che si possono capire le sofferenze e il crepuscolo del mio amico? Il suo desiderio, la sua vendetta, i suoi sogni?
Fate: That is...
Jail: Il contratto è completa. Il mio nome è ... orfano di desiderio, Gankutsuou.
Quote:
Originally Posted by Tormenk
"The riches of my life is limited to that glass of water now."
Reminds me of something I'm pending for Jail...
Spoiler:
Quote:
Originally Posted by Tormenk
The Count of Al Hazard does have a nice ring to it. And Jail is a bona fide "Ruler of the Cave" as well. :3
Quote:
Originally Posted by LimitedEternal
So...is it really possible to write crack in just two minutes? And is that timing a coincidence???
*runs very fast*
EDIT: I topped a page! Yay! Now, to try a GET...
If you're used to crack, it's not hard... It's no more than 50 words. >_<
Quote:
Originally Posted by Erio
Why was I expecting a kiss ever since the words "Uno" and "Doctor" appeared...?
And damn, 2 minutes. Me wants those 1337 5K177Z
Was I that obvious?
__________________
Night~and~Gale: ~ The Final Mythology of the Man who Defied Destiny.
The sleeping lion shall awaken beyond the depths of time, crossing ten billion lights, come to Terra.
Fortunatelly, the difference between the Dennou Coil netspace and Nanoha magic makes it easier. Somewhat.
I've already started creating a 'keroko' for the Dennou Coil universe. Complete with her own nickname, skill and style of glasses.
Keroko is the ever opportunistic person to take the chance to spread his seeds far and wide.
Quote:
She's messing with pretty much everyone, good bad or already dead. If that ain't dominating, I don't know what is.
Creator-kun: "Hear that ? "
Katrina: "Tch. I'll be "beyond god-like", in your terms of expression, once you start on your other plans. Don't keep me waiting."
Creator-kun: "All in due time . There's still a fair amount of things to set up before that can start ."
Quote:
Originally Posted by Liingo
Not bad on both of them. Megane still having issues is a good call . This should be an interesting conversation that takes place about lutecia.
It would be good.
Very.
Quote:
Originally Posted by LoweGear
Why am I not surprised?
Because it's random.
Quote:
For a supposed final boss he sure doesn't sound like the type He sounds more like the type the other TSAB OC's could get along with.
Which would make him all the more dangerous and easier to deceive others.
Quote:
Now that I think about it, it's kinda ironic that Megane got killed first, yet she's alive yet Quint and Zest aren't And the first chapter really scored that point in
But Katrina psyching out Megane with "Quint" was quite wicked, though what does she want with Lutecia?
Pretty much another last moment thing that turned out well.
Heh. To let something loose here, Katrina employs her knowledge of their backgrounds and uses illusions to exploit their weaknesses to full advantage. She prefers striking them in a familiar location to ensure they'll never feel comfortable there again. Case in point, disguising as Quint and appearing before Megane in her bedroom.
What does Katrina want with Lutecia indeed. Best to let her explain in person.
Katrina: "The girl is untainted in potential and her growth is far from its peak. Being the least among what I have in mind."
Quote:
Originally Posted by Erio
No need. I will be re-introducing her again, and properly, sometime soon. Though weird that you havent even seen some images of her before... I have posted plenty.
Must have missed those though Gwen's are quite prominent to me.
Quote:
Haha, depends. I personally dont want to make Iris an Ancient Belkan. By doing so, I'd be limiting her background quite a lot... that is, in case I actually give her a complete background--her background is pretty open right now, so possible relationships with Katrina could be interesting.
Though you do know the implications of them being blood-related, if ever?
Quote:
Originally Posted by Nightengale
Hmm... I don't know about any errors, I might've missed amidst that BLUECHEESIUM, but that was definitely interesting how you linked the whole Zest-event with Katrina. Plus awesome exchange between the 2.
Gratefully accepted Epic One.
Quote:
If it means having the chance to see Nanoha pull a 'final battle of Takamichi Nanoha' (( not her dying battle )) filled with turmoil of emotions as she shatters her own dreams with each beam spam, and makes her friends, etc watching/afar tearful, asking her to stop it etc etc, then it's worth it.
*Epicness overload*
*shuts down*
Quote:
Well, to be fair, it was an easy scene to write since there's a base to use from Gankutsuou...
Now if only...
Jail: Stai dicendo che si possono capire le sofferenze e il crepuscolo del mio amico? Il suo desiderio, la sua vendetta, i suoi sogni?
Fate: That is...
Jail: Il contratto è completa. Il mio nome è ... orfano di desiderio, Gankutsuou.
Spanish?
Quote:
Reminds me of something I'm pending for Jail...
Spoiler:
Nani kore?
--
Spell list coming up shortly. I'm never writing one like Katrina's again anytime soon.
__________________
"Are you afraid of change? Or are you afraid to change?"
Skills list reposted to make the link between her skills and spells easier to connect and pick apart. Changes made to make the two parts more coherent.
Katrina has no problems with higher difficulty spells or control, owing to experience. Her attacks are meant to be speedy and small but highly efficient at anti-personnel blows while having medium range capabilities and limited AoE and bombardment due to lack of a device. Her summoning spells have great destructive potential over large areas though limited by time and speed. Fighting style revolves around quickly disarming or crippling her opponents.
Though on hindsight, she appears to be more powerful as a summoner than an illusionist.
Spoiler for Skills:
Abilities/Skills
The Eye of Fire accounts for a large portion of Katrina’s abilities, foremost her increased regeneration abilities and to a degree, her ageless body. Her regeneration abilities are equal to some of the strongest healing spells known, as well as making her impervious to most ailments and sicknesses. Though very beneficial, Katrina is not immortal. Any lost limbs, punctured heart and decapitation are permanent and will kill her though she can recover from slightly less severe injuries such as ruptured organs or punctured lungs.
Katrina now also commands the element of fire as well as retaining her natural born affinity towards water/ice spells, granting her the unique status of dual-wielding two elements at one go. It can be considered fire is now her dominant element and water/ice, while being her natural affinity, is now relegated to her weaker element. Of note is that after the fusing of the Eye into her body, Katrina had to start over as a mage, owning to the clash over the sudden inclusion of another element into her body. Ironically enough, she had much better control over her magic now and so picked up skills faster than she had as a normal mage, enabling her to learn more skills in the same amount of time than she did before.
This of course showed in her skills, as she now possessed an unsurpassed degree of control in forming and manipulating her spells than any other mage of her time.
Katrina’s control improved beyond simply in her magical skills. Her previously wild and violent visions are now clear and regulated, and with some practice Katrina even created a “on-off” button, so to speak in regulating the usage of her unique skill.
Going in-depth to her Rare Skill, if it could be defined as one, Katrina can “see” the dark memories of people, and to a lesser degree experience the scene exactly as it happened. Memories, feelings and emotions tied to negative events in general humans kept hidden away and locked in the deepest recesses of their minds, nothing and no one was safe from this deeply intense intrusion of their privacy so long as Katrina chose to pick them as a target.
The physical aspects of her skill include some other effects as well. Katrina can choose to focus on an individual or a group of people within an area, as long as they are within 18 meters of her. Tell tale signs when she is using her skill are the commonly felt unpleasant sensations and heavy atmosphere of those being subjected to it. Ranging from simply feeling unwell to feelings of dread and panic in between, and if sufficient time passes, suffering temporal breakdowns at the extreme. Katrina is on the receiving end as well if she keeps it up beyond fifteen minutes, possibly being strongly affected and distracted by her victims’ memories enough to suffer a grievous injury. She has developed a level of resistance, numbed after so much exposure though the real threat is possible insanity if she attempts to take on too many people at one go.
Usage is rather limited in combat, other than simply unnerving her opponents with the information she uses as taunts to agitate them and create an opening she can exploit to take them down.
With the initial fusion of the Eye consuming a large portion of her mana, Katrina was forced to invoke upon a rather vicious ability of the Eye: draining Linker Cores to fill up her own mana reserves. Her early victims included magical beasts and later on mages though in time that need has been nullified as Katrina’s Linker Core eventually adapted to the risk of being consumed by the Eye itself. Similar to Book of Darkness in that the Eye is able to drain a Core down to a minute size as well, the Eye differs in that it can drain the Core to the point of collapse, effectively crippling any mage if Katrina so chooses to. The limitations of the absorption would be the presence of any kind of magical defense would cut short the process.
Of all the benefits the Eye provided, there are drawbacks as well. Katrina cannot use any device at all, owning to the fact that any device she channels mana into promptly explodes into a brilliant fireball so she’s stripped of the advantages of being a device wielder. Being a device-less mage, she has to manually form and maintain each spell she casts, including the most basic of flight spells, in addition to being unable to use the highly complex spells that would require the support of a device. She has no problems dumping out raw mana in large quantities though. Katrina has managed to alleviate the problem somewhat, owing to her vast accumulated battlefield experience and higher than average control abilities she possesses, including certain tricks to even the odds in combat.
Katrina is sufficiently proficient in weapons skills, having used various kinds of armed devices purely for physical strikes and parries though this often pales when exchanging blows with other cartridge-enhance device wielders. As such she is forced to engage in range combat most of the times, something she was at a disadvantage until she used the Mid-system to supplement her style though still paling in comparison when standing off at range with a sufficiently proficient Mid mage.
Over time, Katrina picked up and perfected her dagger skills, being a expert in both using them as projectile weapons or engaging in melee combat with them. She is highly accurate and often dual-wields the daggers until she hurls them straight at her target or used as an inefficient exploding projectile when charged with her mana.
Moving on to her magical arts, Katrina has perfected her usage of spells over time. In addition to possessing very high control, her spells has been reduced to minimum strain and maximum output though her output remains poor in complex spells. Katrina is a natural born illusionist and soon specialized in particle manipulation as well, putting her high degree of control to great use in relatively simple spells such as binds and defensive measures.
The Eye’s influence shows up here again. Primarily, Katrina’s magic color is silver until she invokes upon the Eye of Fire’s destructive abilities, whereby it turns bright red. That is often the case when she experiences bloodlust as well. Most prominently, Katrina’s fire spells has some vicious attributes. The fire from her resulting spell is very resilient and sticks to anything for a long time, much like olden napalm. It also spreads at frightening speed in the presence of mana rich environments, attributing to its ability to use the surrounding mana particles to fuel its growth. As such, it’s particularly effective at breaking down magical defenses such as barriers and barrier jackets, burning many mages alive who were often over-reliant on their magical defenses to tide them through.
Her ice spells remain decent though their output fluctuates from time to time, especially when Katrina is heavily reliant on fire spells and she suddenly uses an ice spell, often resulting in the spell being much weaker than usual.
Over time, Katrina picked up the Belkan-style summoning skills and later on the Mid-system of magic as well. Strangely, her skills in summoning are rather limited and Katrina is only able to summon ice elementals under the branch of summoning forth creatures.
Though able to utilize both systems efficiently, her own attempts to fuse spells between the two systems has proven less than ideal at times. Case in point, Katrina nearly killed herself when she mixed in the Belkan-style of teleport-summons with a certain Mid spell-style. Attempting the spell beforehand on a lizard resulted in only the top of it being teleported, which gave even her the creeps back then. Failures aside, successful attempts at fusing spells and styles together has given unique results from time to time.
Katrina can hold her own in melee against most Belkan knights, owning to weapon skills and reflexes honed by experience. In fairly recent times she has included the use of the weapon given to her by Jail as part of her melee fighting style. Surtr, renamed from its original Espada, has four different forms to match her needs and restrains. It can take the form of a rapier, a claymore, a katana or an nodachi. Each form change requires mana expenditure equal to one cartridge and Sutr is limited to the equivalent of 3 cartridges before it runs dry. Any attempts to use her own mana to charge Surtr will result in yet another fiery explosion so Katrina refrains from that.
Katrina’s barrier jacket has two forms, depending on the situation she will change into the appropriate form.
Silver Form: the jacket’s primary form when Katrina engages in combat. Covers the entire body from neck to toe and features better protection around the shoulder and waist areas. Offers better defense and suited for mid to long range fighting.
Spectral Form: the jacket shrinks down to a skin tight piece, alternating between black and white as the main color. Fingerless gloves and shoe parts are bare and slightly detached to allow ease of rotation Gold and red lines primarily go down the right extremities of the jacket. Defensive values take a big drop here as it is designed for easier concealment as well as ease of movement at close to melee range combat. An interesting thing to note that the lines currently only cover 60% of the total jacket’s area though whether if that is of any importance remains to be seen.
Spoiler for Spells:
Spell list
Katrina’s spell list can be broadly classified under 3 general classes: offensive, defensive and support which includes illusions, binds and summoning.
Defensive
Panzergeist
auto-protect field spell generated by the barrier jacket. Always active but Katrina’s is weaker compared to other versions used by Belkan practitioners.
Strength: AA-
Panzerschild
Single directional shield in the form of the Belkan signil. Katrina is able to use three at the same time, either stacked together or spread out to cover a larger area.
Strength: AAA+
Schildbereinigung
Gathers energy in a defensive spell, before blowing it up and creating lots of smoke. Useful for distractions.
Power: B
Panzerfestung
a exceptionally strong defensive spell in the form of a sphere. 6 meters in any direction though she only uses this when she is unable to get away in time.
Strength: SS
Support
Illusion Arts
Katrina’s illusionary skills differ slightly beyond standard Mid-style as it is pre-dominantly Belkan in style. Beyond this, she can create illusions from memory and can even replicate sounds down to telepathic communication.
Unsichtbarkeit/Invisibilty
Renders an object invisible to the naked eye, can be extended to objects or within a fixed area around Katrina. Limited effectiveness against sensors and spell casting can be done as per normal while invisible.
Control: AAA
Duration: can be maintained until broken or released, maxed timing at 15 minutes
Area: Up to 3 meters radius in all directions, can be extended at a slightly higher strain
Doppelganger
Creates an exact copy of herself while becoming invisible at the same time.
Control: AAA
Duration: can be maintained until dispelled or destroyed. Maxed timer at 3 minutes.
Umwandlung/Transformation
Changes the physical appearance of an object. Can be extended to an area as well. Powerful enough to fool most scanners and search spells.
Control: S
Duration: until it is dispelled by caster or cancelled to external means. Maxed timer at 30 minutes.
Dämmerung/Twilight
This unique spell falls under three categories. Primarily a capture barrier with decent defensive values, the barrier completely filters out any external light source and the interior is complete darkness. Those trapped have their senses greatly weakened and limited to information provided by devices at best and even then the effective ness of device readings are greatly reduced as well. Alternatively, Katrina can employ illusion magic to simulate a scenario or environment of her choosing within the barrier.
Also noted to be very long-lasting for a barrier.
Control: S+
Strength: AAA
Duration: 6 hours
Binds
Restrict Bind
The binds react to magical output from its target, constricting in accordance to the amount of output. Up to 12 binds per target and 4 targets at one time.
Strength: B+~AAA
Speed: AA+
Range : AAA
Control: A~AAA
Chain Bind
Katrina’s version has chain like binds materializing and binding the limbs as well as neck. Often cast behind the target to give a tied up appearance. Can be cast as five small circles with one to each area and constrict on command.
Strength: AA
Speed: A
Range: B
Control: B+
Black Bind
Rapidly drains physical strength from its bound target. Forms all the way from the forehead to ankles.
Strength: AAA
Speed: B
Range: A
Control: A+
Note: All three binds have summon versions which cover larger areas while maintaining the same strength as their regular versions.
Summoning
Bind Summoning
Same effects. Area determined by size of summoning circle. Effective reach extends slightly beyond the size of the circle. Range and control are increased by one rank.
Mass Teleportation
Teleports everything within the circle to another location. Limited by size rather than number of objects.
Speed: C
Range: SS
Control: AAA+
Ice Elemental
AA ranked elemental summon that is serpentine in appearance and movement. Generally fast and strong. Able to cast Frost Bolt, Ring of Ice and Freezing Hold. Up to 4 can be summoned at one time.
Power: AA
Speed: A
Endurance: C
Dauerfrostboden/Permafrost
Forms a layer of thick ice around the target. Small area limits it to one or two targets at one time. Can also be used to form a wall against physical impacts.
Power: AA+
Speed: A
Range: A
Control: B+
Imperiale Lawine/Imperial Avalanche
Summons a furious wave of medium-sized icicles upon a stationary position up to 60s. Each icicle being C~B in power.
Power: A~AAA
Speed: C
Range: A~AAA
Control: AA+
Fimbulvetr/Great Winter
Katrina’s answer to Eternal Coffin. Rapidly freezes a large area in ice. Area of effect applies to everything on top of the circle. Suitable for stationary or bound targets only.
Power: A-
Speed: B+
Range: AA~SS
Control: S-
Hölle Feuer/Hell Fire
The area covered by the summoning circle is set ablaze and spreads like wildfire. Suitable for stationary or bound targets only.
Power: AA+
Speed: AA+
Range: AA-SS
Control: AA
Movement
Blitzschrit/Flash Step
Short range teleportation spell especially useful in melee combat.
Speed: AA
Range: 1~6m
Schattenfortschritt/Shadow Stride
A mix between illusion and movement magic. Greatly increases speed while leaving behind illusionary copies of the caster when moving.
Speed: AAA
Duration: 30s
Verstärker/Booster
Boosts the reflexes of the caster, slightly increasing reaction time and movement speed. Not a spell rather a physical enhancement.
Power: A~AA+
Duration: 60~300s
Utility
Unterbrecher/Breaker
Dispels any detrimental effect on the caster, such as binds. Primarily programmed as part of the barrier jacket’s field spell.
Element Fangen Auf/ Element Field
Field spell that can be programmed to react to external magic sources. Can be switched among fire or ice effects with a three minute delay in between.
Steuerung/Control
Powerful multi-purpose spell that is used to control objects. Using a field spell to wrap around the target(s), the object can be manipulated in a number of ways. Strain is proportional to number and mass of objects being controlled. Limited to 12 objects or 200kg in mass, which ever comes first.
1. Imbue objects with greater speed and explosive properties. Primarily used on daggers.
2. Enables loose objects to be used as projectile weapons
3. Holds the opponent in a powerful bind though magical output is unaffected.
4. Lift obstacles such as large objects out of the way.
5. Disarms a opponent by taking control of their weapon. Useless against stronger mages owning to higher degree of control over their devices. Has a nasty side effect of blowing up said weapon or device sometimes.
Control: A~S+
Duration: 60s at maximum
Anti Magi-Link Field (AMF)
This powerful field spell weakens the effect of and dispels weaker spells within its reach though weapon and physical enhancements are unaffected. Best used in tight spaces to maximize its potential.
Note: all mages are equally affected though in its reach though stronger ones might be able to pull off some stronger spells. Power ranges from a Type 1 to Type 3 in effect.
Power: A~AAA
Speed: A
Range: From a single direction field to 50 meters in a sphere
Duration: 5-180s
Control: AAA
Offensive
Categorized as Non-elemental, Fire and Ice.
Non-elemental
Schwarze Auswirkung/Black Impact
Imbue physical strikes with greater force. Weapons will explode shortly.
Power: AA
Range: Melee
Dolchschub/ Dagger Thrust
Usage of Steuerung with multiple daggers up to its limit. Collectively calculated in power.
Power: A+
Speed: A
Range: up to 12 meters
Control: AA+
Unterbrechung Einfluß/Disruption Hold
Katrina grabs onto a device or mage and pumps her mana into them. Usually strong enough to shock a mage or disrupt and damage a device’s function.
Power: B
Range: Melee
Schildunterbrecher/Shield Breaker
Combination of Black Impact, Dagger Thrust and Control into one. Uses its great power to destroy shields up to AAA in strength instantly though only minimal residual damage will reach its target since most of the energy involved will be used up in destroying the shield.
Power: AAA
Range: up to 6 meters
Speed: B+
Control: AAA-
Ice
Has the primary effect of freezing or slowing targets within their impact area.
Eisdolch/Icy Dagger
Katrina’s version of Bloody Dagger. Retain the properties of tracking and speed though power is reduced. Up to 8 daggers in a ring, maximum of three rings per cast.
Power: A+
Speed: AAA-
Range: up to 100 meters from the caster though it can be cast around its target like its original.
Control: AA
Icy Dagger: Execution Shift
AoE combination spell of the Belka style Icy Dagger with the Mid-system of battery attacks, summoning hundreds of such projectiles at one go to saturate an area. Useful for pinning down a group of targets due to high speed and area coverage.
Attack: AAA+
Speed: AA+
Control: AA
Area: Up to 50 meters
Range: AA
Hagel Sturm/Hail Storm
Unleashes a wave of ice. Alternatively shoots a giant icicle at a target.
Power: AA+
Speed: B+
Range: up to 3 meters
Control: A-
Einfrierender Einfluß/ Freezing Hold
Freezes a small area at close range or upon contact.
Power: B
Speed: A
Range: Melee~1 meter
Control: A+
Fire
Fire spells are particularly effective against magical defenses. Consumes mana from surrounding environment to substain its duration Burns and spreads rapidly on anything upon contact. Lethal upon unprotected or ordinary measures.
Feueraufflackern/ Fire Flare
Weak fire spell. Primary purpose is to spread flames onto surrounding targets or into the environment and let the flames burn the targets alive. Good area coverage.
Power: C
Speed: A
Range: AA
Control: A
Area: up to 20 metres
Flamme Schlag /Flame Strike
A magic circle is used to spew forth flames. Belka provides more power while Mid provides better control and accuracy. Alternate form has it in a column of flames, being both anti-air and anti-ground.
Power: B~A+
Speed: A
Range: B~A
Accuracy: C~B
Control: B
Feuer Schlange/ Fire Snake
A controlled wave of fire that can be used to take down multiple targets.
Attack: AA
Speed: AA+
Control: SS+
Range: AA+
Muspelheim/ Flameland
Another AoE combination spell of Belka and Mid styles. A rotating Belka signil with three smaller Mid signils at each point spew out fiery beams. Possible to maintain up to 3 consecutive casts. Limited usage due to stationary position needed to maintain the spell while firing. Great AoE and range and can be cast in a number of directions.
Power: AA for each beam, maximum power up to AAA+ on consecutive casts
Speed: B+
Range: AA+
Control: AAA
Große Feuerkugel/ Great Fireball
Collection spell that collects the residual fire from its environment. Unstable output due to dependency on massive amount of energy needed for a decent strength but can exceed power limits due to collection nature from surroundings rather than from the mage. Executed in the form of a massive fireball and acts as a crude bombardment spell of sorts so efficiency is reduced somewhat.
Power: B+ to S
Speed: C
Range: AA
Control: S+
Area: A~S
---
Finally done. Introduction to the 4 Jacks and the Syndicate should follow soon.
__________________
"Are you afraid of change? Or are you afraid to change?"
You're really quite good at this. What is it called? Introspections? Just a thought though, I'm not sure the AIs are THAT advanced. But nevertheless it was a nice read.
[Konata]Good Job![/Konata]
Well, we really don't know HOW advanced the AIs are. Who knows, maybe they just don't have good vocal programs. Plus the Devices need some love in the fanfic world .
Quote:
Originally Posted by FieryAeon
Just read this, I would actually say this is better. Except I kinda went at the ending and with the implied NxF.
Quote:
Originally Posted by Keroko
Gah! Pieces like these remind me that I need to do a Shamsel-in-Rogue Squadron piece myself. Acursed school.
I think school's a tad bit more important .
Quote:
Originally Posted by LoweGear
"You're failing them now."
Yup, Tuebor has the most AWESOME lines Nice introspection on his relationship with Shamsel, incredibly nice to see a device's feelings about his master
Tuebor: Thank you.
Quote:
Originally Posted by LoweGear
But Katrina psyching out Megane with "Quint" was quite wicked, though what does she want with Lutecia?
Katrina Jr.?
Quote:
Originally Posted by LoweGear
Damn... it's on the level of AWESOME as the Nanoha Must Die stories here, really nice thoughts on the part of Raising Heart here.
Glad you enjoyed it .
Quote:
Originally Posted by Tormenk
Keroko is the ever opportunistic person to take the chance to spread his seeds far and wide.
Creator-kun: "Hear that ? "
Katrina: "Tch. I'll be "beyond god-like", in your terms of expression, once you start on your other plans. Don't keep me waiting."
Creator-kun: "All in due time . There's still a fair amount of things to set up before that can start ."
I sense evil things being conspired here .
Last edited by Evangelion Xgouki; 2007-12-14 at 14:05.
Sample Spell Dragon Aura: I just kind of imagined this as a full-body defensive spell that still allows her to move. Think of the defense spell Signum used in looks, but weaker since she doesn't have to stand still and stuff.
Brownie points if you figure out where her name is from.
Alnel makes up the best fanfics over at the Star Ocean segment. My Big Fat Aquios Wedding is still one of my favourites, evar.
Might you be referring to Albel? Not much of him, if that's the case.
Quote:
If it means having the chance to see Nanoha pull a 'final battle of Takamichi Nanoha' (( not her dying battle )) filled with turmoil of emotions as she shatters her own dreams with each beam spam, and makes her friends, etc watching/afar tearful, asking her to stop it etc etc, then it's worth it.
Need more dramatic battles indeed.
Quote:
Whenever he masquerades as Saga Ein, he wears glasses, without powers though.
Kinda like Clark Kent.
lol at this.
Quote:
Was I that obvious?
Haha, well, I still remember quite well all your JailXUno pieces, and all the saliva exchange they have done in them is still fresh in my mind. Not that that's a bad thing, though.
Quote:
Originally Posted by Tormenk
Keroko is the ever opportunistic person to take the chance to spread his seeds far and wide.
...Why doesnt this sound all too well...?
*hides*
Quote:
What does Katrina want with Lutecia indeed. Best to let her explain in person.
Katrina: "The girl is untainted in potential and her growth is far from its peak. Being the least among what I have in mind."
I wonder what she will say when she finds out that Lutecia is now living peacefully with her mom and wont ever meet that potential...
Quote:
Must have missed those though Gwen's are quite prominent to me.
Well then, here's one.
Spoiler for Iris:
Though note that this is her 21-year-old template, about 4 years post-StrikerS. I have other templates I will use for when she is younger.
Quote:
Though you do know the implications of them being blood-related, if ever?
I still need to read the second part... letme get to it later and see if I can come up with something.
We seem to be getting more of those recently. Which is a good thing.
Quote:
Originally Posted by Saint X
Well... since the thought of "800+ other magic systems" in the Nanohaverse is simply too tempting, i have managed to create OCs using a different kind of magic type from Mid/Velka.
That would be Ashton, Rurika and several of the Dei-Types FYI.
And I've managed to create a rough outline of that Magic form, on how it works and such...
Might as well post it for some suggestions and additions/alterations
Since this is NOT RELATED to the Current Nanoha canon, tone down on the harsh...
Spoiler for Canon of Dei: Outline:
The Canon of Dei
Contents:
Introduction
Premises
I. The Sigil
a. Overview
b. Symbolism
c. Form and Function
d. Variations and Differentiation
i. Purist
ii. Variants
1. Mid
2. Velka
3. Other
II. The User
a. Overview
b. The Status of Templar
i. Similarity
ii. Difference
c. The General Populace
i. Similarity
ii. Difference
d. Differentiation
i. Rank
ii. Status
III. The Tools
a. Overview
b. What Defines a Tool
i. Difference
ii. Similarity
c. Frame/Support Devices
i. Role
ii. Limitations
iii. Similarity and Difference
d. Guide/Aid Devices
i. Role
ii. Limitations
iii. Similarity and Difference
IV. The Use
a. Overview
b. Usage
i. Similarity
ii. Difference
c. Attack
i. Overview
ii. The Common
1. The “Es-” Group
a. –Tin
b. –Tun
c. –Ma
d. –Ka
e. –Ke
f. –Wu (Woo)
g. –Ral
h. Adaptations of the Group
2. Other Incantations of Attack
a. Neutral
b. Earth Element
c. Fire Element
d. Wind Element
e. Water Element
f. Holy/Light Element
g. Dark Element
iii. The Unique
1. Variations
a. Hybrids
b. Synthetics
c. Inverses
2. The Unspeakable
a. “Eskai” and other “instant” attacks
b. Bastardized Incantations that have real effects
c. Others
iv. Limitations
1. Kind
a. What to use?
b. Immunity of a Target
2. Element
a. Strengths and Weaknesses
b. Neutral or Elemental?
c. What could go Wrong
3. Form
a. Styles and Style Limitations
b. What Style is Best?
c. Style or No Style?
4. Other Reasons
d. Defense
i. Overview
ii. The Common
1. The “Ka-” Group
a. –Izel
b. –Ite
c. –Ina
d. –Upe
e. –Ahi
f. –Iun
g. –Ita
h. Adaptations of the Group
2. Other Incantations of Defense
a. Neutral
b. Elemental
c. Holy
d. Dark
e. Shields
f. Barriers
iii. The Unique
1. Variations
a. Hybrids
b. Synthetics
c. Inverses
2. The Unspeakable
a. “Kaimei” and other “impossible” defenses
b. Bastardized Incantations that have real effects
c. Others
iv. Limitations
1. Scope
a. Reason of Singularity
b. Why is “Kaita” needed?
c. Why not to Rely on Defense alone
2. Element
a. Strengths and Weaknesses
b. Neutral or Elemental?
c. What could go Wrong
3. Other Reasons
e. Support
i. Overview
ii. The Common
1. The “Re-” Group
a. –Izel
b. –Ite
c. –Ina
d. –Ana
e. –Ika
f. –Iun
g. –Ita
h. –Ikyo
i. –One
j. Adaptations of the Group
2. Other Incantations of Support
a. Heals
b. Debuffs/Degrading Spells
c. Transfers
iii. The Unique
1. Variations
a. Hybrids
b. Synthetics
c. Inverses
2. The Unspeakable
a. Redemption, after-effects of it and other impossible support
b. Bastardized Incantations that have real effects
c. Others
iv. Limitations
1. Scope
a. Qualifications
b. Situations
c. Conflict
2. Element
a. Strengths and Weaknesses
b. Heal or Transfer?
c. What could go Wrong
3. Other Reasons
f. Summons
i. Overview
ii. The Summoner
1. Role
2. Limitation
iii. The Animus
1. Paimon
a. Role
b. Progression
c. Limitation
2. Inanna
a. Role
b. Progression
c. Limitation
3. Hecate
a. Role
b. Progression
c. Limitation
4. Isis
a. Role
b. Progression
c. Limitation
iv. Upkeep
1. How to Raise and Train Animus
a. Acquisition
b. Training
c. Care and Feeding
d. Cementing Loyalty
e. Some Tips
2. Animus Death
a. What Happens
b. The “Void”
c. During Death
d. Some Tips
3. Unlocking the Full potential
a. Anima Maxima
b. Full Rest
c. Fast Recall
d. Ultimatum Requiem
e. Limits on Unlock
v. Issues
1. Compatibility
a. Midchildan
b. Velkan
2. Implications of the Summoner
a. Why Summon?
b. Real Life Summoner Stories
c. Cross-Classing
V. Other Items
a. Current Events
b. Current Magitech and Dei
i. Antimagic Weapons
1. AMF
a. Why Dei is Almost Immune to AMF
b. The Gap Generator
2. Terran Laws of Physics
a. The Link Between Terra and Dei
b. How to Counter a Soldier
ii. Artificial/Other Mage Types
1. Dei Clones
a. Reasons
b. Implications
c. Moral Outcome
2. Number Types
a. Number VS Clone
b. Assessment of Dei on Inherent Skills
3. Seeking Raids
a. Reasons
b. Implications
c. Assessment of Dei on Artificial Organic Unison Devices
d. The Velkan View
e. The Metherlance Report
iii. Key and other nondescript Device Types
1. Key Devices
2. Others
It may be too much for be, but i'll try to refine it and fill it up... so that some of the new OCs can use another magical form.
That's... detailed. Well, good luck. I'll be looking forward to it, and maybe even use it.
Quote:
Originally Posted by Erio
Common, I know, but at least for me this is the first anime I have actually tried to understand, since I'm creating characters for it. And well, as you surely know because of your favorite topic, magic damage, it has not gone too well.
Its my.... Well, actually, I've lost count of the number that this anime is. I usually try to understand any anime that I erm... use. Dennou Coil is the current victim, though since I haven't watched all the episodes yet, I'm not drawing conclusions yet
Quote:
Originally Posted by Erio
Ahh... Yeah I was not here at that time, but I did read most of the questionnaires. And I do remember Tesla's now.
And that's why.
Quote:
Originally Posted by Nightengale
I'm a sucker for epic sci-fi RPGs. Can't get enough of those amidst the hordes of fantasies.
True, there is a severe lack of sci-fi RPG's. We really need more of those...
Quote:
Originally Posted by Nightengale
If it means having the chance to see Nanoha pull a 'final battle of Takamichi Nanoha' (( not her dying battle )) filled with turmoil of emotions as she shatters her own dreams with each beam spam, and makes her friends, etc watching/afar tearful, asking her to stop it etc etc, then it's worth it.
*imagines* The drama... the drama... I want!
Quote:
Originally Posted by Nightengale
Whenever he masquerades as Saga Ein, he wears glasses, without powers though.
Kinda like Clark Kent.
Dennou Coil is warping my image of glasses these days.
Quote:
Originally Posted by Nightengale
Gankutsuou is worth watching just for the Count alone, and that's not even counting the EPIX level of Gonzolander Dumas that makes even me
*notes down*
Quote:
Originally Posted by Nightengale
Reminds me of something I'm pending for Jail...
Spoiler:
Doll master?
Quote:
Originally Posted by Tormenk
Keroko is the ever opportunistic person to take the chance to spread his seeds far and wide.
What can I say? It's a hobby.
The current Dennou Coil Keroko is vastly different in terms of personallity and somewhat in apearance. She's a complete tomboy, and basically does her own thing unless you manage to catch her interest. Physically she simply conforms to the anime style (aka, less vibrantly red hair, dark brown instead) She's also what I call an 'assembler', one who custom creates anything they use, from codes to programs to glasses (hence, assembler). What really gives them that nickname, however, is their skill at creating physical objects from code. A talented assembler can create virtually anything if given the time. The advantage of being an assembler is low expenses, as they create everything themselves and therefore don't require to go to shops for their programs. On the flipside, assembling takes time, which means most assemblers don't have the time to train their hacking skills, limiting them in that department. Their programs usually make up for that, which tend to be top-notch. It should also be noted that all assemblers inherently despise Satchii's, as they tend to target and destroy anything created by assemblers.
Quote:
Originally Posted by Tormenk
Creator-kun: "Hear that ? "
Katrina: "Tch. I'll be "beyond god-like", in your terms of expression, once you start on your other plans. Don't keep me waiting."
Creator-kun: "All in due time . There's still a fair amount of things to set up before that can start ."
For a supposed final boss he sure doesn't sound like the type He sounds more like the type the other TSAB OC's could get along with.
I want to make a likable enemy that doesn't get befriended. But it's so hard!
Quote:
Otherwise, nice to see another S2U user here
Quote:
Originally Posted by Erio
Is it just me or his Nickname does not fit his personality? Also interesting how all your characters have a pretty deep Nickname... Duke of Deceit, Ace of the Heartless...
It fits. You'd never expect someone like him to pull off brilliant table-turning events.
Quote:
I do wonder, though, why would the most powerful spell of a Field-Magic-specialized mage be a pretty much overpowered Buster spell? I say overpowered not in term of actual magic power, but because, considering his magic specialization, Luozorl has a spell that rivals that of mages who have actually specialized in the Buster Magic category of spells... I would have thought he had an ultimate Field spell instead, since he is "specialized" in that category.
He's a specialist because that what he does the most. The Buster there is his own personal attack spell hen he's alone or in a hurry. His Ultimate Field spell is a small HAXX-nerf field.
Quote:
And an Aaron device without a cartridge system...!?! APPROVED!!!
Glad you liked it. But I'm considering making Yggdrasil like Durandal instead. A Specialized Storage Device.
Quote:
Originally Posted by Nightengale
Any... Alnel?
Alnel makes up the best fanfics over at the Star Ocean segment. My Big Fat Aquios Wedding is still one of my favourites, evar.
Maybe I should read some. All the MariaXFayt I get to read are filled with OOC-EMO!Maria.
Quote:
Hmm...
Maybe Hayate can get herself a raccoon familiar. :3
Maybe...
Quote:
Whenever he masquerades as Saga Ein, he wears glasses, without powers though.
Kinda like Clark Kent.
Quote:
Originally Posted by Tormenk
Skills list reposted to make the link between her skills and spells easier to connect and pick apart. Changes made to make the two parts more coherent.
Katrina has no problems with higher difficulty spells or control, owing to experience. Her attacks are meant to be speedy and small but highly efficient at anti-personnel blows while having medium range capabilities and limited AoE and bombardment due to lack of a device. Her summoning spells have great destructive potential over large areas though limited by time and speed. Fighting style revolves around quickly disarming or crippling her opponents.
Though on hindsight, she appears to be more powerful as a summoner than an illusionist.
Spoiler for Skills:
Abilities/Skills
The Eye of Fire accounts for a large portion of Katrina’s abilities, foremost her increased regeneration abilities and to a degree, her ageless body. Her regeneration abilities are equal to some of the strongest healing spells known, as well as making her impervious to most ailments and sicknesses. Though very beneficial, Katrina is not immortal. Any lost limbs, punctured heart and decapitation are permanent and will kill her though she can recover from slightly less severe injuries such as ruptured organs or punctured lungs.
Katrina now also commands the element of fire as well as retaining her natural born affinity towards water/ice spells, granting her the unique status of dual-wielding two elements at one go. It can be considered fire is now her dominant element and water/ice, while being her natural affinity, is now relegated to her weaker element. Of note is that after the fusing of the Eye into her body, Katrina had to start over as a mage, owning to the clash over the sudden inclusion of another element into her body. Ironically enough, she had much better control over her magic now and so picked up skills faster than she had as a normal mage, enabling her to learn more skills in the same amount of time than she did before.
This of course showed in her skills, as she now possessed an unsurpassed degree of control in forming and manipulating her spells than any other mage of her time.
Katrina’s control improved beyond simply in her magical skills. Her previously wild and violent visions are now clear and regulated, and with some practice Katrina even created a “on-off” button, so to speak in regulating the usage of her unique skill.
Going in-depth to her Rare Skill, if it could be defined as one, Katrina can “see” the dark memories of people, and to a lesser degree experience the scene exactly as it happened. Memories, feelings and emotions tied to negative events in general humans kept hidden away and locked in the deepest recesses of their minds, nothing and no one was safe from this deeply intense intrusion of their privacy so long as Katrina chose to pick them as a target.
The physical aspects of her skill include some other effects as well. Katrina can choose to focus on an individual or a group of people within an area, as long as they are within 18 meters of her. Tell tale signs when she is using her skill are the commonly felt unpleasant sensations and heavy atmosphere of those being subjected to it. Ranging from simply feeling unwell to feelings of dread and panic in between, and if sufficient time passes, suffering temporal breakdowns at the extreme. Katrina is on the receiving end as well if she keeps it up beyond fifteen minutes, possibly being strongly affected and distracted by her victims’ memories enough to suffer a grievous injury. She has developed a level of resistance, numbed after so much exposure though the real threat is possible insanity if she attempts to take on too many people at one go.
Usage is rather limited in combat, other than simply unnerving her opponents with the information she uses as taunts to agitate them and create an opening she can exploit to take them down.
With the initial fusion of the Eye consuming a large portion of her mana, Katrina was forced to invoke upon a rather vicious ability of the Eye: draining Linker Cores to fill up her own mana reserves. Her early victims included magical beasts and later on mages though in time that need has been nullified as Katrina’s Linker Core eventually adapted to the risk of being consumed by the Eye itself. Similar to Book of Darkness in that the Eye is able to drain a Core down to a minute size as well, the Eye differs in that it can drain the Core to the point of collapse, effectively crippling any mage if Katrina so chooses to. The limitations of the absorption would be the presence of any kind of magical defense would cut short the process.
Of all the benefits the Eye provided, there are drawbacks as well. Katrina cannot use any device at all, owning to the fact that any device she channels mana into promptly explodes into a brilliant fireball so she’s stripped of the advantages of being a device wielder. Being a device-less mage, she has to manually form and maintain each spell she casts, including the most basic of flight spells, in addition to being unable to use the highly complex spells that would require the support of a device. She has no problems dumping out raw mana in large quantities though. Katrina has managed to alleviate the problem somewhat, owing to her vast accumulated battlefield experience and higher than average control abilities she possesses, including certain tricks to even the odds in combat.
Katrina is sufficiently proficient in weapons skills, having used various kinds of armed devices purely for physical strikes and parries though this often pales when exchanging blows with other cartridge-enhance device wielders. As such she is forced to engage in range combat most of the times, something she was at a disadvantage until she used the Mid-system to supplement her style though still paling in comparison when standing off at range with a sufficiently proficient Mid mage.
Over time, Katrina picked up and perfected her dagger skills, being a expert in both using them as projectile weapons or engaging in melee combat with them. She is highly accurate and often dual-wields the daggers until she hurls them straight at her target or used as an inefficient exploding projectile when charged with her mana.
Moving on to her magical arts, Katrina has perfected her usage of spells over time. In addition to possessing very high control, her spells has been reduced to minimum strain and maximum output though her output remains poor in complex spells. Katrina is a natural born illusionist and soon specialized in particle manipulation as well, putting her high degree of control to great use in relatively simple spells such as binds and defensive measures.
The Eye’s influence shows up here again. Primarily, Katrina’s magic color is silver until she invokes upon the Eye of Fire’s destructive abilities, whereby it turns bright red. That is often the case when she experiences bloodlust as well. Most prominently, Katrina’s fire spells has some vicious attributes. The fire from her resulting spell is very resilient and sticks to anything for a long time, much like olden napalm. It also spreads at frightening speed in the presence of mana rich environments, attributing to its ability to use the surrounding mana particles to fuel its growth. As such, it’s particularly effective at breaking down magical defenses such as barriers and barrier jackets, burning many mages alive who were often over-reliant on their magical defenses to tide them through.
Her ice spells remain decent though their output fluctuates from time to time, especially when Katrina is heavily reliant on fire spells and she suddenly uses an ice spell, often resulting in the spell being much weaker than usual.
Over time, Katrina picked up the Belkan-style summoning skills and later on the Mid-system of magic as well. Strangely, her skills in summoning are rather limited and Katrina is only able to summon ice elementals under the branch of summoning forth creatures.
Though able to utilize both systems efficiently, her own attempts to fuse spells between the two systems has proven less than ideal at times. Case in point, Katrina nearly killed herself when she mixed in the Belkan-style of teleport-summons with a certain Mid spell-style. Attempting the spell beforehand on a lizard resulted in only the top of it being teleported, which gave even her the creeps back then. Failures aside, successful attempts at fusing spells and styles together has given unique results from time to time.
Katrina can hold her own in melee against most Belkan knights, owning to weapon skills and reflexes honed by experience. In fairly recent times she has included the use of the weapon given to her by Jail as part of her melee fighting style. Surtr, renamed from its original Espada, has four different forms to match her needs and restrains. It can take the form of a rapier, a claymore, a katana or an nodachi. Each form change requires mana expenditure equal to one cartridge and Sutr is limited to the equivalent of 3 cartridges before it runs dry. Any attempts to use her own mana to charge Surtr will result in yet another fiery explosion so Katrina refrains from that.
Katrina’s barrier jacket has two forms, depending on the situation she will change into the appropriate form.
Silver Form: the jacket’s primary form when Katrina engages in combat. Covers the entire body from neck to toe and features better protection around the shoulder and waist areas. Offers better defense and suited for mid to long range fighting.
Spectral Form: the jacket shrinks down to a skin tight piece, alternating between black and white as the main color. Fingerless gloves and shoe parts are bare and slightly detached to allow ease of rotation Gold and red lines primarily go down the right extremities of the jacket. Defensive values take a big drop here as it is designed for easier concealment as well as ease of movement at close to melee range combat. An interesting thing to note that the lines currently only cover 60% of the total jacket’s area though whether if that is of any importance remains to be seen.
Spoiler for Spells:
Spell list
Katrina’s spell list can be broadly classified under 3 general classes: offensive, defensive and support which includes illusions, binds and summoning.
Defensive
Panzergeist
auto-protect field spell generated by the barrier jacket. Always active but Katrina’s is weaker compared to other versions used by Belkan practitioners.
Strength: AA-
Panzerschild
Single directional shield in the form of the Belkan signil. Katrina is able to use three at the same time, either stacked together or spread out to cover a larger area.
Strength: AAA+
Schildbereinigung
Gathers energy in a defensive spell, before blowing it up and creating lots of smoke. Useful for distractions.
Power: B
Panzerfestung
a exceptionally strong defensive spell in the form of a sphere. 6 meters in any direction though she only uses this when she is unable to get away in time.
Strength: SS
Support
Illusion Arts
Katrina’s illusionary skills differ slightly beyond standard Mid-style as it is pre-dominantly Belkan in style. Beyond this, she can create illusions from memory and can even replicate sounds down to telepathic communication.
Unsichtbarkeit/Invisibilty
Renders an object invisible to the naked eye, can be extended to objects or within a fixed area around Katrina. Limited effectiveness against sensors and spell casting can be done as per normal while invisible.
Control: AAA
Duration: can be maintained until broken or released
Area: Up to 3 meters radius in all directions, can be extended at a slightly higher strain
Doppelganger
Creates an exact copy of herself while becoming invisible at the same time.
Control: AAA
Duration: can be maintained until dispelled or destroyed
Umwandlung/Transformation
Changes the physical appearance of an object. Can be extended to an area as well. Powerful enough to fool most scanners and search spells.
Control: S
Duration: until it is dispelled by caster or cancelled to external means
Dämmerung/Twilight
This unique spell falls under three categories. Primarily a capture barrier with decent defensive values, the barrier completely filters out any external light source and the interior is complete darkness. Those trapped have their senses greatly weakened and limited to information provided by devices at best and even then the effective ness of device readings are greatly reduced as well. Alternatively, Katrina can employ illusion magic to simulate a scenario or environment of her choosing within the barrier.
Also noted to be very long-lasting for a barrier.
Control: S+
Strength: AAA
Duration: Up to two days
Binds
Restrict Bind
The binds react to magical output from its target, constricting in accordance to the amount of output. Up to 12 binds per target and 4 targets at one time.
Strength: B+~AAA
Speed: AA
Range : AAA
Control: A~AAA
Chain Bind
Katrina’s version has chain like binds materializing and binding the limbs as well as neck. Often cast behind the target to give a tied up appearance. Can be cast as five small circles with one to each area and constrict on command.
Strength: AA
Speed: A
Range: B
Control: B+
Black Bind
Rapidly drains physical strength from its bound target. Forms all the way from the forehead to ankles.
Strength: AAA
Speed: B
Range: A
Control: A+
Note: All three binds have summon versions which cover larger areas while maintaining the same strength as their regular versions.
Summoning
Bind Summoning
Same effects. Area determined by size of summoning circle. Effective reach extends slightly beyond the size of the circle. Range and control are increased by one rank.
Mass Teleportation
Teleports everything within the circle to another location. Limited by size rather than number of objects.
Speed: C
Range: SS
Control: AAA+
Ice Elemental
AA ranked elemental summon that is serpentine in appearance and movement. Generally fast and strong. Able to cast Frost Bolt, Ring of Ice and Freezing Hold. Up to 8 can be summoned at one time.
Power: AA
Speed: A+
Endurance: C
Dauerfrostboden/Permafrost
Forms a layer of thick ice around the target. Small area limits it to one or two targets at one time. Can also be used to form a wall against physical impacts.
Power: AA+
Speed: A+
Range: A
Control: B+
Imperiale Lawine/Imperial Avalanche
Summons a furious wave of medium-sized icicles upon a stationary position up to 60s. Each icicle being C~B in power.
Power: A~AAA
Speed: C
Range: A~AAA
Control: AA+
Fimbulvetr/Great Winter
Katrina’s answer to Eternal Coffin. Rapidly freezes a large area in ice. Area of effect applies to everything on top of the circle. Suitable for stationary or bound targets only.
Power: A-
Speed: B+
Range: AA~SS
Control: S-
Hölle Feuer/Hell Fire
The area covered by the summoning circle is set ablaze and spreads like wildfire. Suitable for stationary or bound targets only.
Power: AA+
Speed: AA+
Range: AA-SS
Control: AA
Movement
Blitzschrit/Flash Step
Short range teleportation spell especially useful in melee combat.
Speed: AA
Range: 1~6m
Schattenfortschritt/Shadow Stride
A mix between illusion and movement magic. Greatly increases speed while leaving behind illusionary copies of the caster when moving.
Speed: AAA
Duration: 30s
Verstärker/Booster
Boosts the reflexes of the caster, slightly increasing reaction time and movement speed. Not a spell rather a physical enhancement.
Power: A~AA+
Duration: 60~300s
Utility
Unterbrecher/Breaker
Dispels any detrimental effect on the caster, such as binds. Primarily programmed as part of the barrier jacket’s field spell.
Element Fangen Auf/ Element Field
Field spell that can be programmed to react to external magic sources. Can be switched among fire or ice effects with a three minute delay in between.
Steuerung/Control
Powerful multi-purpose spell that is used to control objects. Using a field spell to wrap around the target(s), the object can be manipulated in a number of ways. Strain is proportional to number and mass of objects being controlled. Limited to 12 objects or 200kg in mass, which ever comes first.
1. Imbue objects with greater speed and explosive properties. Primarily used on daggers.
2. Enables loose objects to be used as projectile weapons
3. Holds the opponent in a powerful bind though magical output is unaffected.
4. Lift obstacles such as large objects out of the way.
5. Disarms a opponent by taking control of their weapon. Useless against stronger mages owning to higher degree of control over their devices. Has a nasty side effect of blowing up said weapon or device sometimes.
Control: A~S+
Duration: 60s at maximum
Anti Magi-Link Field (AMF)
This powerful field spell weakens the effect of and dispels weaker spells within its reach though weapon and physical enhancements are unaffected. Best used in tight spaces to maximize its potential.
Note: all mages are equally affected though in its reach though stronger ones might be able to pull off some stronger spells. Power ranges from a Type 1 to Type 3 in effect.
Power: A~AAA
Speed: A
Range: From a single direction field to 50 meters in a sphere
Duration: 5-180s
Control: AAA
Offensive
Categorized as Non-elemental, Fire and Ice.
Non-elemental
Schwarze Auswirkung/Black Impact
Imbue physical strikes with greater force. Weapons will explode shortly.
Power: AA
Range: Melee
Dolchschub/ Dagger Thrust
Usage of Steuerung with multiple daggers up to its limit. Collectively calculated in power.
Power: A+
Speed: A
Range: up to 12 meters
Control: AA+
Unterbrechung Einfluß/Disruption Hold
Katrina grabs onto a device or mage and pumps her mana into them. Usually strong enough to shock a mage or disrupt and damage a device’s function.
Power: B
Range: Melee
Schildunterbrecher/Shield Breaker
Combination of Black Impact, Dagger Thrust and Control into one. Uses its great power to destroy shields up to AAA in strength instantly though only minimal residual damage will reach its target since most of the energy involved will be used up in destroying the shield.
Power: AAA
Range: up to 6 meters
Speed: B+
Control: AAA-
Ice
Has the primary effect of freezing or slowing targets within their impact area.
Eisdolch/Icy Dagger
Katrina’s version of Bloody Dagger. Retain the properties of tracking and speed though power is reduced. Up to 8 daggers in a ring, maximum of three rings per cast.
Power: A+
Speed: AAA-
Range: up to 100 meters from the caster though it can be cast around its target like its original.
Control: AA
Icy Dagger: Execution Shift
AoE combination spell of the Belka style Icy Dagger with the Mid-system of battery attacks, summoning hundreds of such projectiles at one go to saturate an area. Useful for pinning down a group of targets due to high speed and area coverage.
Attack: AAA+
Speed: AA+
Control: AA
Area: Up to 50 meters
Range: AA
Hagel Sturm/Hail Storm
Unleashes a wave of ice. Alternatively shoots a giant icicle at a target.
Power: AA+
Speed: B+
Range: up to 3 meters
Control: A-
Einfrierender Einfluß/ Freezing Hold
Freezes a small area at close range or upon contact.
Power: B
Speed: A
Range: Melee~1 meter
Control: A+
Fire
Fire spells are particularly effective against magical defenses. Consumes mana from surrounding environment to substain its duration Burns and spreads rapidly on anything upon contact. Lethal upon unprotected or ordinary measures.
Feueraufflackern/ Fire Flare
Weak fire spell. Primary purpose is to spread flames onto surrounding targets or into the environment and let the flames burn the targets alive. Good area coverage.
Power: C
Speed: A
Range: AA
Control: A
Area: up to 20 metres
Flamme Schlag /Flame Strike
A magic circle is used to spew forth flames. Belka provides more power while Mid provides better control and accuracy. Alternate form has it in a column of flames, being both anti-air and anti-ground.
Power: B~A+
Speed: A
Range: B~A
Accuracy: C~B
Control: B
Feuer Schlange/ Fire Snake
A controlled wave of fire that can be used to take down multiple targets.
Attack: AA
Speed: AA+
Control: SS+
Range: AA+
Muspelheim/ Flameland
Another AoE combination spell of Belka and Mid styles. A rotating Belka signil with three smaller Mid signils at each point spew out fiery beams. Possible to maintain up to 3 consecutive casts. Limited usage due to stationary position needed to maintain the spell while firing. Great AoE and range and can be cast in a number of directions.
Power: AA for each beam, maximum power up to AAA+ on consecutive casts
Speed: B+
Range: AA+
Control: AAA
Große Feuerkugel/ Great Fireball
Collection spell that collects the residual fire from its environment. Unstable output due to dependency on massive amount of energy needed for a decent strength but can exceed power limits due to collection nature from surroundings rather than from the mage. Executed in the form of a massive fireball and acts as a crude bombardment spell of sorts so efficiency is reduced somewhat.
Power: B+ to S
Speed: C
Range: AA
Control: S+
Area: A~S
---
Finally done. Introduction to the 4 Jacks and the Syndicate should follow soon.
Tormenk...
Make her rank SS, NAO!!!
S-rank for this much is a bit much. Besides, SS makes more sense!
Melikes her spell list. I see another Panzerfestung there. SS-rank in defense too. Very versatile.
Nice job!
Quote:
Originally Posted by krisslanza
I now present the condensed and from memory version of my OC. Because I left my journal at home and I'm too lazy to really want to get it anyway <<b
Sample Spell Dragon Aura: I just kind of imagined this as a full-body defensive spell that still allows her to move. Think of the defense spell Signum used in looks, but weaker since she doesn't have to stand still and stuff.
Brownie points if you figure out where her name is from.
Looking good so far.
MOAR details, please.
Quote:
Originally Posted by Liingo
Quick post. No time to break the backlog (however small it is )
Going to a con this weekend, so i won't be posting at all until Sunday night (at least)
I'll have pictures when i get back so pile the backlog on for me
Have a great trip.
Quote:
Originally Posted by Keroko
We seem to be getting more of those recently. Which is a good thing.
Well, we really don't know HOW advanced the AIs are. Who knows, maybe they just don't have good vocal programs. Plus the Devices need some love in the fanfic world .
Avatar: <Cey. We don't get any care and concern from Gen at all.>
Eva: <That applies to a limited extent. Gen was stroking my outer armor frames just the other day.>
Avatar: <...>
Eva: < Is there an error in your circuits?>
Avatar: <There is none.>
Avatar: *in the smallest amount of decibels possible*<Damn piece of junk Armed Device gets more attention than one of the most powerful Intelligent Devices around..>
Quote:
I think school's a tad bit more important .
A tad slight. No other bonus points since school-related stuff kills off all writing mood immediately. >_>
Quote:
Katrina Jr.?
Now that you mentioned this..
Quote:
I sense evil things being conspired here .
Not at all. Whatever evil could I come up with?
Quote:
Originally Posted by Kyral
Oh... and don't worry Shamsel... the pain of losing people will go away... *evil smile*
I sense someone nearby shares similar sentiments.
Quote:
Originally Posted by krisslanza
I now present the condensed and from memory version of my OC. Because I left my journal at home and I'm too lazy to really want to get it anyway <<b
Sample Spell Dragon Aura: I just kind of imagined this as a full-body defensive spell that still allows her to move. Think of the defense spell Signum used in looks, but weaker since she doesn't have to stand still and stuff.
Brownie points if you figure out where her name is from.
Looks good. More Details will be better of course.
Quote:
Originally Posted by Erio
...Why doesnt this sound all too well...?
*hides*
Quote:
I wonder what she will say when she finds out that Lutecia is now living peacefully with her mom and wont ever meet that potential...
She knows and has already acted.
Quote:
Well then, here's one.
Spoiler for Iris:
Though note that this is her 21-year-old template, about 4 years post-StrikerS. I have other templates I will use for when she is younger.
Nice. Katrina can copy any outfit with transformation magic, just to let you know.
Quote:
Originally Posted by Liingo
Quick post. No time to break the backlog (however small it is )
Going to a con this weekend, so i won't be posting at all until Sunday night (at least)
I'll have pictures when i get back so pile the backlog on for me
Backlog Piler activate! Drown him in backlog and cheese when he gets back.
Quote:
Originally Posted by Keroko
We seem to be getting more of those recently. Which is a good thing.
Quote:
What can I say? It's a hobby.
The current Dennou Coil Keroko is vastly different in terms of personallity and somewhat in apearance. She's a complete tomboy, and basically does her own thing unless you manage to catch her interest. Physically she simply conforms to the anime style (aka, less vibrantly red hair, dark brown instead) She's also what I call an 'assembler', one who custom creates anything they use, from codes to programs to glasses (hence, assembler). What really gives them that nickname, however, is their skill at creating physical objects from code. A talented assembler can create virtually anything if given the time. The advantage of being an assembler is low expenses, as they create everything themselves and therefore don't require to go to shops for their programs. On the flipside, assembling takes time, which means most assemblers don't have the time to train their hacking skills, limiting them in that department. Their programs usually make up for that, which tend to be top-notch. It should also be noted that all assemblers inherently despise Satchii's, as they tend to target and destroy anything created by assemblers.
That's quite an analysis here. I usually take many tries and effort to pore over something before I can pin down stuff like this.
Quote:
She's going to get even better?
I'll try my best.
Quote:
Originally Posted by Aaron008R
I want to make a likable enemy that doesn't get befriended. But it's so hard!
Try taking a few traits from Durandal of GSD perhaps?
Quote:
It fits. You'd never expect someone like him to pull off brilliant table-turning events.
Brains and Badass. Nuff said.
Quote:
He's a specialist because that what he does the most. The Buster there is his own personal attack spell hen he's alone or in a hurry. His Ultimate Field spell is a small HAXX-nerf field.
Melikes the idea.
Quote:
Tormenk...
Make her rank SS, NAO!!!
S-rank for this much is a bit much. Besides, SS makes more sense!
Melikes her spell list. I see another Panzerfestung there. SS-rank in defense too. Very versatile.
Nice job!
This is the first time I see a rank promotion instead of demotion. She is SS in actual rank but scaled down to lack of a device. I did want to go with SS rank at first go but dropped to around S since she is a deviceless mage. Currently I'll place her at S~S+ to limit her current power level down by a bit.
Spoiler for for h4xx limits:
On the other hand, far off future plans will include her obtaining devices. She will possibly scrape the limit and hover between SS+ and SSS- once she obtains Mastema and the Grimoire, which will eliminate her disadvantage of being deviceless and imbue her with an arsenal of powerful spells from all categories.
*runs from h4xxbusters*
Quote:
I'll be adding four or five more.
I should be adding around the same number soon. They'll be staying for the long run of course.
__________________
"Are you afraid of change? Or are you afraid to change?"
That's... detailed. Well, good luck. I'll be looking forward to it, and maybe even use it.
Glad to be of service...
*Thinks of Keroko under the Influence of "Reite"
Reite: A "Soul Link" (Re- group) enhancement that awakens the Midchildan Warrior's (Mid-Type melee) capabilities, to what extent is still being studied by the Bureau. Can only be used on Melee Type Midchildans.
If Keroko is already fast in the air... She'll move like a chevalier/shiff, the added speed adding damage and some protection from AMF.
oO Didn't visit this thread for awhile now >_<
So, what did i miss? new oc? new chapters? I'll have to tackle phoenix's chapters slowly now X_X once I find them and Sparkz's too xD
__________________
Long Live Lelouch! Waiting for Tales of the World:RM2 USA release
This took much longer than expected but it's finally complete. Introducing the general outlines of the 4 Jacks which I should be using in the near future as well as a short-write up about the Prize here.
Spoiler for Jack of Spades:
Basic Information
Name: Jac Kal
Alias: Jack of Spades
Gender: Male
Home World: unknown
Birth date: unknown
Age: 26 as of MC 075
Relatives: unknown
Eye color: Green
Hair color: Black
Height: 185cm
Build: Tall and thin
Mage Information
Affiliations: The Prize
Magic Type: Neo-Belkan
Magic Color: Dark Purple
Mage Rank: AAA+
Magic potential
Combat style: melee to short range
Element Affiliation: None
Background/History
Leader of the Jacks, a team of assassin mages within the Prize. Jac been part of the Prize since young and is familiar with its operations and procedures. He possesses some degree of power and influence throughout the organization. Noted as the fastest in speed among the four.
Personality/Behavior
Well-mannered and polite at all times, Jac exudes the presence of a gentleman with his bespectacled appearance and careful conduct. A slight smile is ever present no matter the situation and he has never lost his temper even when dealing with the more hard to handle members of his team and other people in the Prize. Also has a knack for quickly resolving urgent situations.
Jac personally takes care and sees to the needs of his team though he remains detached from them all. Being the only person who can cook among them, he’s the source of any decent nourishment when the team is out on extended missions. Off-missions, Jac enjoys reading and cooking. His fondness for bikes is another oddity among many of this unusual man.
In combat he retains his usual demeanor. An unnerving trait among those of his profession that some have taken to calling him the Ripper for the relaxed but brutal manner he cuts down any opposition. Jac’s combat style uses pure speed for everything to the extend he eschews any magic usage beyond what is necessary.
Spoiler for Jack of Hearts:
Basic Information
Name: Jag Blu
Alias: Jack of Hearts
Gender: Male
Home World: unknown
Birth date: unknown
Age: 23 as of MC 075
Relatives: unknown
Eye color: yellow
Hair color: blue
Height: 180cm
Build: Buff and well-built
Mage Information
Affiliations: The Prize
Magic Type: Neo-Belkan
Magic Color: Dark Blue
Mage Rank: AAA
Combat style: berserker style of melee combat
Element Affiliation: Wind
Device: Rampage (massive bastard sword Armed/Storage hybrid Device) Device forms: Sword and Halberd Form
Background/History
Jag’s youth marked was marked by constant violence and drugs until he joined the Prize for reasons unknown when he was 15. There he was instilled with some degree of control and discipline but the stubborn young man remained largely the same throughout. Records of his current history has disobedience in duties showing up as frequently as well as the number of kills he has gathered through out the many assassination missions he has carried out, though collateral accounts for a number of them. Noted to have both the highest magic and destructive potential in his team.
Personality/Behavior
Easily bored and always looking for entertainment, Jag’s lazy bone is a mile longer than his sword. Since he often ends up in trouble, Jag relies on Jac to constantly rein him in when he goes out of line or pushes his limits too far, partially having to do with Jac being the only person Jag will obey and follow on a regular basis.
Jag possesses a rough and roguish charm that either draws people in or repulses them on first impression. Jat is an exception, frequently seen around him despite her prominent displays of vehemence at his actions every so often. He has shown interest in Jat though rarely reciprocated by the other party, at least not in public. He treats Jec, the youngest of the Jacks, like a little girl sometimes but otherwise sees her as harmless and leaves her be.
The most eager to fight at any opportunity, Jag displays a great degree of bloodlust in every fight. His abuse of drugs boosts his performance to a great degree, though it only worsens his violent tendencies and makes him extremely erratic in combat. After effects include extended mood swings and other harmful physical conditions, at which point Jac burns his stash and reprimands him again while Jat has to take care of him until he recovers, though he’s likely to receive a swing from her device once he has some semblance of consciousness. The next few weeks would be spent on constant checking on whether Jag is up to his usual tricks again.
Spoiler for Jack of Diamonds:
Basic Information
Name: Jec Yel
Alias: Jack of Diamonds
Gender: Female
Home World: unknown
Birth date: unknown
Age: 16 as of MC 075
Relatives: unknown
Eye color: purple
Hair color: Red
Height: 162cm
Build: Slim and well-built
Mage Information
Affiliations: The Prize
Magic Type: Mid
Magic Color: Yellow
Mage Rank: Synthetic AA+
Combat style: support and control
Element Affiliation: none
Device in active form covers all the way from hands to forearms. Appearance takes the form of 6 discs mounted onto a carrier rack on each arm, with the core of the ID split onto each arm and beneath lies protective covering. The racks can flip put out and double as tongfers in melee combat though her skill with them is nothing spectacular. One of the most complex devices within the Prize, it was given to her by Jac after recognizing Jec’s ability and potential in utilizing such an device. Device capabilities will be addressed in the future.
Background/History
Jec’s parents were killed by Prize members when they tried to take stop them from forcibly taking their daughter away in their search for powerful mages. Jec has no recollection of this and was brought up in a underground training and research facility of the Prize. The girl’s first memory of the outside world was a nighttime training exercise out in the deserts of the world the facility was based on. The first thing she saw was the massive moon of that planet and she would have continued being utterly absorbed by the natural satellite if not for the more urgent matter at hand. The later part of her mission had her trudging under the burning sun to reach a designated location had left her dehydrated to the point of collapse, which left her in admiration of moons and nighttime while very much detesting sunlight.
Personality/Behavior
Jec is the little sister figure among her team though not often recognized as such. Overly serious and stiff in manner sometimes and coupled by her slightly ditzy and innocent actions, Jec has drawn more than her fair share of shaking heads and amusement from the rest of her team and is always being told to relax . Sharp and direct, the pale gril is the team’s secondary coordinator in combat after Jac, though only in slight merit of being able to maintain some sense of what’s going on once things get shot to hell. Jec can be considered the most naïve and pure out of the four, though not much by common people standards anyway. Very obedient though she still has her fair share of issues of what she does even until now.
Jec looks up to Jac for being the authoritative figure and holds him in high regard, seeking him out whenever possible. She is put off by Jag’s actions sometimes though otherwise she thinks him as a great but lazy guy. She regards Jat as a close sister figure, often going to her and speaking out since she’s the only other female in contact with. Jec has a terrible habit of telling jokes no one gets or laughs at, except for Jac, though whether he truly gets it or is simply an act to humor her is an unknown.
Spoiler for Jack of Clubs:
Basic Information
Name: Jat Elis
Alias: Jack of Clubs
Gender: Female
Home World: unknown
Birth date: unknown
Age: 19 as of MC 075
Relatives: unknown
Eye color: blue
Hair color: Green
Height: 168cm
Build: Well endowed and curvy
Mage Information
Affiliations: The Prize
Magic Type: Mid
Magic Color: Orange
Mage Rank: AA+
Combat style: marksman and shooting magic specialist, fire support and suppression
Element Affiliation: none
Device: Vayeate ( high powered buster rifle class Intelligent Device) Device modes: Rifle Frame, Bombardment Frame and Close Frame
Background/History
Jat was recruited into the Prize when she ran away from home at age 14 due to her abusive parents. Her path in the Prize was the toughest out of the Jacks, suffering from the setbacks of multiple failures and looked down upon by others. Jat managed to suck it up and push herself from her mistakes, eventually letting her skills as a marksman trump her other competitors. Given a device to supplement her natural skills, Jat’s efficiency at claiming her kills gave her recognition and was one of the first to be considered as part of the Jacks from many other candidates.
Personality/Behavior
Jat is a loud and outspoken personality whose foul mouth is only overtaken by her fouler temper. She frequently turns to alcohol and other vices to escape from her problems, some of them inflicted from young and others stemming from her lack of confidence. On the rare occasion she is able to forget about her problems, Jat’s hyperactive manner is strong enough to affect everyone else, even indulging in some pretty crazy acts. Jag puts it best as he said, “When that girl’s happy, no one is happier than she is.”
Jat respects Jac for holding the team together for so long and taking the ire of the higher-ups whenever the team screws up and tries not too give him any trouble beyond what she can manage reasonably well.
Jat gets along fairly well with the rest of her team though her temper does flare up occasionally. She has a love-hate relationship with Jag since he’s always pestering her whenever he’s bored and this irritates her to no end everytime. Her temper explodes whenever Jag goes off to do his own thing, which often results in her being busy covering his defenseless ass aside from her duties in combat. That and when Jag knocks himself out with his “girly pills” often has Jat swinging her device into Jag’s face when everything is over.
Jat didn’t like Jec on first sight, regarding her as young and unsuitable, aggravated by the fact the young girl was on equal standing with her. That fortunately changed over time with the two being partners and forced to look out for each other. The young woman takes care of Jec whenever she can and tries to share Jec’s problems as well but has no one to turn to for her own problems and hence has a lot of built-up frustration and anger.
Some information about the organization they're under in.
Spoiler for The Prize:
The Prize is an insidious and shady organization that has been around for an undetermined period of time. It is involved in a large variety of illegal operations, mainly dealing with arms production and distribution onto the black market, such as device, cartridges, conventional weaponry and ammunition. Responsible for up to 30% of the arms circulation on the market, the Prize is also into weapons development as well as research into forbidden areas outlawed long ago though for what reasons or purposes remains an unknown like most other information about it. The Prize also deals in various operations from well-paying clients such as sabotage, transportation of materials, assassinations as well as guarding and the occasional theft of Lost Logias. The Prize has its own forces to safeguard their interests as well as recruiting an arm of mercenary mages to run external operations. The TSAB has recently detected them from their pattern of crime but has yet to find out any solid information about its specifics such as operational procedure or strength of members or the stretch of its influence.
The Jacks is a team of 4 mages picked out from its pool and has been in operation for the better part of 3 years now and have been employed to carry out a number of missions for the Prize. Highly successful in their attempts, the four are well-known among the internal members and are widely recognized as some of the best within their ranks. The Jacks enjoy some privileges, having first pick among new acquirement of technological or related needs, though just a slight reward for their continued service. The members do enjoy a game of bridge between themselves during whatever off-time they can afford, being one of the few means they can get together among their line of work.
Tired. Though I should be able to continue another two pieces I want to finish by next week.
@haiz: Welcome back.
__________________
"Are you afraid of change? Or are you afraid to change?"
oO Didn't visit this thread for awhile now >_<
So, what did i miss? new oc? new chapters? I'll have to tackle phoenix's chapters slowly now X_X once I find them and Sparkz's too xD
If it means having the chance to see Nanoha pull a 'final battle of Takamichi Nanoha' (( not her dying battle )) filled with turmoil of emotions as she shatters her own dreams with each beam spam, and makes her friends, etc watching/afar tearful, asking her to stop it etc etc, then it's worth it.
EPIC WANT
Quote:
Originally Posted by Nightengale
Hmm...
Maybe Hayate can get herself a raccoon familiar. :3
Quote:
Originally Posted by Nightengale
Whenever he masquerades as Saga Ein, he wears glasses, without powers though.
Kinda like Clark Kent.
*cue John William's Superman Theme*
Quote:
Originally Posted by Nightengale
Gankutsuou is worth watching just for the Count alone, and that's not even counting the EPIX level of Gonzolander Dumas that makes even me
Most definitely
Quote:
Originally Posted by Nightengale
Well, to be fair, it was an easy scene to write since there's a base to use from Gankutsuou...
Now if only...
Jail: Stai dicendo che si possono capire le sofferenze e il crepuscolo del mio amico? Il suo desiderio, la sua vendetta, i suoi sogni?
Fate: That is...
Jail: Il contratto è completa. Il mio nome è ... orfano di desiderio, Gankutsuou.
Italian?
Quote:
Originally Posted by Nightengale
Reminds me of something I'm pending for Jail...
Spoiler:
Quote:
Originally Posted by Tormenk
Skills list reposted to make the link between her skills and spells easier to connect and pick apart. Changes made to make the two parts more coherent.
Katrina has no problems with higher difficulty spells or control, owing to experience. Her attacks are meant to be speedy and small but highly efficient at anti-personnel blows while having medium range capabilities and limited AoE and bombardment due to lack of a device. Her summoning spells have great destructive potential over large areas though limited by time and speed. Fighting style revolves around quickly disarming or crippling her opponents.
Though on hindsight, she appears to be more powerful as a summoner than an illusionist.
Spoiler for Skills:
Abilities/Skills
The Eye of Fire accounts for a large portion of Katrina’s abilities, foremost her increased regeneration abilities and to a degree, her ageless body. Her regeneration abilities are equal to some of the strongest healing spells known, as well as making her impervious to most ailments and sicknesses. Though very beneficial, Katrina is not immortal. Any lost limbs, punctured heart and decapitation are permanent and will kill her though she can recover from slightly less severe injuries such as ruptured organs or punctured lungs.
Katrina now also commands the element of fire as well as retaining her natural born affinity towards water/ice spells, granting her the unique status of dual-wielding two elements at one go. It can be considered fire is now her dominant element and water/ice, while being her natural affinity, is now relegated to her weaker element. Of note is that after the fusing of the Eye into her body, Katrina had to start over as a mage, owning to the clash over the sudden inclusion of another element into her body. Ironically enough, she had much better control over her magic now and so picked up skills faster than she had as a normal mage, enabling her to learn more skills in the same amount of time than she did before.
This of course showed in her skills, as she now possessed an unsurpassed degree of control in forming and manipulating her spells than any other mage of her time.
Katrina’s control improved beyond simply in her magical skills. Her previously wild and violent visions are now clear and regulated, and with some practice Katrina even created a “on-off” button, so to speak in regulating the usage of her unique skill.
Going in-depth to her Rare Skill, if it could be defined as one, Katrina can “see” the dark memories of people, and to a lesser degree experience the scene exactly as it happened. Memories, feelings and emotions tied to negative events in general humans kept hidden away and locked in the deepest recesses of their minds, nothing and no one was safe from this deeply intense intrusion of their privacy so long as Katrina chose to pick them as a target.
The physical aspects of her skill include some other effects as well. Katrina can choose to focus on an individual or a group of people within an area, as long as they are within 18 meters of her. Tell tale signs when she is using her skill are the commonly felt unpleasant sensations and heavy atmosphere of those being subjected to it. Ranging from simply feeling unwell to feelings of dread and panic in between, and if sufficient time passes, suffering temporal breakdowns at the extreme. Katrina is on the receiving end as well if she keeps it up beyond fifteen minutes, possibly being strongly affected and distracted by her victims’ memories enough to suffer a grievous injury. She has developed a level of resistance, numbed after so much exposure though the real threat is possible insanity if she attempts to take on too many people at one go.
Usage is rather limited in combat, other than simply unnerving her opponents with the information she uses as taunts to agitate them and create an opening she can exploit to take them down.
With the initial fusion of the Eye consuming a large portion of her mana, Katrina was forced to invoke upon a rather vicious ability of the Eye: draining Linker Cores to fill up her own mana reserves. Her early victims included magical beasts and later on mages though in time that need has been nullified as Katrina’s Linker Core eventually adapted to the risk of being consumed by the Eye itself. Similar to Book of Darkness in that the Eye is able to drain a Core down to a minute size as well, the Eye differs in that it can drain the Core to the point of collapse, effectively crippling any mage if Katrina so chooses to. The limitations of the absorption would be the presence of any kind of magical defense would cut short the process.
Of all the benefits the Eye provided, there are drawbacks as well. Katrina cannot use any device at all, owning to the fact that any device she channels mana into promptly explodes into a brilliant fireball so she’s stripped of the advantages of being a device wielder. Being a device-less mage, she has to manually form and maintain each spell she casts, including the most basic of flight spells, in addition to being unable to use the highly complex spells that would require the support of a device. She has no problems dumping out raw mana in large quantities though. Katrina has managed to alleviate the problem somewhat, owing to her vast accumulated battlefield experience and higher than average control abilities she possesses, including certain tricks to even the odds in combat.
Katrina is sufficiently proficient in weapons skills, having used various kinds of armed devices purely for physical strikes and parries though this often pales when exchanging blows with other cartridge-enhance device wielders. As such she is forced to engage in range combat most of the times, something she was at a disadvantage until she used the Mid-system to supplement her style though still paling in comparison when standing off at range with a sufficiently proficient Mid mage.
Over time, Katrina picked up and perfected her dagger skills, being a expert in both using them as projectile weapons or engaging in melee combat with them. She is highly accurate and often dual-wields the daggers until she hurls them straight at her target or used as an inefficient exploding projectile when charged with her mana.
Moving on to her magical arts, Katrina has perfected her usage of spells over time. In addition to possessing very high control, her spells has been reduced to minimum strain and maximum output though her output remains poor in complex spells. Katrina is a natural born illusionist and soon specialized in particle manipulation as well, putting her high degree of control to great use in relatively simple spells such as binds and defensive measures.
The Eye’s influence shows up here again. Primarily, Katrina’s magic color is silver until she invokes upon the Eye of Fire’s destructive abilities, whereby it turns bright red. That is often the case when she experiences bloodlust as well. Most prominently, Katrina’s fire spells has some vicious attributes. The fire from her resulting spell is very resilient and sticks to anything for a long time, much like olden napalm. It also spreads at frightening speed in the presence of mana rich environments, attributing to its ability to use the surrounding mana particles to fuel its growth. As such, it’s particularly effective at breaking down magical defenses such as barriers and barrier jackets, burning many mages alive who were often over-reliant on their magical defenses to tide them through.
Her ice spells remain decent though their output fluctuates from time to time, especially when Katrina is heavily reliant on fire spells and she suddenly uses an ice spell, often resulting in the spell being much weaker than usual.
Over time, Katrina picked up the Belkan-style summoning skills and later on the Mid-system of magic as well. Strangely, her skills in summoning are rather limited and Katrina is only able to summon ice elementals under the branch of summoning forth creatures.
Though able to utilize both systems efficiently, her own attempts to fuse spells between the two systems has proven less than ideal at times. Case in point, Katrina nearly killed herself when she mixed in the Belkan-style of teleport-summons with a certain Mid spell-style. Attempting the spell beforehand on a lizard resulted in only the top of it being teleported, which gave even her the creeps back then. Failures aside, successful attempts at fusing spells and styles together has given unique results from time to time.
Katrina can hold her own in melee against most Belkan knights, owning to weapon skills and reflexes honed by experience. In fairly recent times she has included the use of the weapon given to her by Jail as part of her melee fighting style. Surtr, renamed from its original Espada, has four different forms to match her needs and restrains. It can take the form of a rapier, a claymore, a katana or an nodachi. Each form change requires mana expenditure equal to one cartridge and Sutr is limited to the equivalent of 3 cartridges before it runs dry. Any attempts to use her own mana to charge Surtr will result in yet another fiery explosion so Katrina refrains from that.
Katrina’s barrier jacket has two forms, depending on the situation she will change into the appropriate form.
Silver Form: the jacket’s primary form when Katrina engages in combat. Covers the entire body from neck to toe and features better protection around the shoulder and waist areas. Offers better defense and suited for mid to long range fighting.
Spectral Form: the jacket shrinks down to a skin tight piece, alternating between black and white as the main color. Fingerless gloves and shoe parts are bare and slightly detached to allow ease of rotation Gold and red lines primarily go down the right extremities of the jacket. Defensive values take a big drop here as it is designed for easier concealment as well as ease of movement at close to melee range combat. An interesting thing to note that the lines currently only cover 60% of the total jacket’s area though whether if that is of any importance remains to be seen.
Spoiler for Spells:
Spell list
Katrina’s spell list can be broadly classified under 3 general classes: offensive, defensive and support which includes illusions, binds and summoning.
Defensive
Panzergeist
auto-protect field spell generated by the barrier jacket. Always active but Katrina’s is weaker compared to other versions used by Belkan practitioners.
Strength: AA-
Panzerschild
Single directional shield in the form of the Belkan signil. Katrina is able to use three at the same time, either stacked together or spread out to cover a larger area.
Strength: AAA+
Schildbereinigung
Gathers energy in a defensive spell, before blowing it up and creating lots of smoke. Useful for distractions.
Power: B
Panzerfestung
a exceptionally strong defensive spell in the form of a sphere. 6 meters in any direction though she only uses this when she is unable to get away in time.
Strength: SS
Support
Illusion Arts
Katrina’s illusionary skills differ slightly beyond standard Mid-style as it is pre-dominantly Belkan in style. Beyond this, she can create illusions from memory and can even replicate sounds down to telepathic communication.
Unsichtbarkeit/Invisibilty
Renders an object invisible to the naked eye, can be extended to objects or within a fixed area around Katrina. Limited effectiveness against sensors and spell casting can be done as per normal while invisible.
Control: AAA
Duration: can be maintained until broken or released
Area: Up to 3 meters radius in all directions, can be extended at a slightly higher strain
Doppelganger
Creates an exact copy of herself while becoming invisible at the same time.
Control: AAA
Duration: can be maintained until dispelled or destroyed
Umwandlung/Transformation
Changes the physical appearance of an object. Can be extended to an area as well. Powerful enough to fool most scanners and search spells.
Control: S
Duration: until it is dispelled by caster or cancelled to external means
Dämmerung/Twilight
This unique spell falls under three categories. Primarily a capture barrier with decent defensive values, the barrier completely filters out any external light source and the interior is complete darkness. Those trapped have their senses greatly weakened and limited to information provided by devices at best and even then the effective ness of device readings are greatly reduced as well. Alternatively, Katrina can employ illusion magic to simulate a scenario or environment of her choosing within the barrier.
Also noted to be very long-lasting for a barrier.
Control: S+
Strength: AAA
Duration: Up to two days
Binds
Restrict Bind
The binds react to magical output from its target, constricting in accordance to the amount of output. Up to 12 binds per target and 4 targets at one time.
Strength: B+~AAA
Speed: AA
Range : AAA
Control: A~AAA
Chain Bind
Katrina’s version has chain like binds materializing and binding the limbs as well as neck. Often cast behind the target to give a tied up appearance. Can be cast as five small circles with one to each area and constrict on command.
Strength: AA
Speed: A
Range: B
Control: B+
Black Bind
Rapidly drains physical strength from its bound target. Forms all the way from the forehead to ankles.
Strength: AAA
Speed: B
Range: A
Control: A+
Note: All three binds have summon versions which cover larger areas while maintaining the same strength as their regular versions.
Summoning
Bind Summoning
Same effects. Area determined by size of summoning circle. Effective reach extends slightly beyond the size of the circle. Range and control are increased by one rank.
Mass Teleportation
Teleports everything within the circle to another location. Limited by size rather than number of objects.
Speed: C
Range: SS
Control: AAA+
Ice Elemental
AA ranked elemental summon that is serpentine in appearance and movement. Generally fast and strong. Able to cast Frost Bolt, Ring of Ice and Freezing Hold. Up to 8 can be summoned at one time.
Power: AA
Speed: A+
Endurance: C
Dauerfrostboden/Permafrost
Forms a layer of thick ice around the target. Small area limits it to one or two targets at one time. Can also be used to form a wall against physical impacts.
Power: AA+
Speed: A+
Range: A
Control: B+
Imperiale Lawine/Imperial Avalanche
Summons a furious wave of medium-sized icicles upon a stationary position up to 60s. Each icicle being C~B in power.
Power: A~AAA
Speed: C
Range: A~AAA
Control: AA+
Fimbulvetr/Great Winter
Katrina’s answer to Eternal Coffin. Rapidly freezes a large area in ice. Area of effect applies to everything on top of the circle. Suitable for stationary or bound targets only.
Power: A-
Speed: B+
Range: AA~SS
Control: S-
Hölle Feuer/Hell Fire
The area covered by the summoning circle is set ablaze and spreads like wildfire. Suitable for stationary or bound targets only.
Power: AA+
Speed: AA+
Range: AA-SS
Control: AA
Movement
Blitzschrit/Flash Step
Short range teleportation spell especially useful in melee combat.
Speed: AA
Range: 1~6m
Schattenfortschritt/Shadow Stride
A mix between illusion and movement magic. Greatly increases speed while leaving behind illusionary copies of the caster when moving.
Speed: AAA
Duration: 30s
Verstärker/Booster
Boosts the reflexes of the caster, slightly increasing reaction time and movement speed. Not a spell rather a physical enhancement.
Power: A~AA+
Duration: 60~300s
Utility
Unterbrecher/Breaker
Dispels any detrimental effect on the caster, such as binds. Primarily programmed as part of the barrier jacket’s field spell.
Element Fangen Auf/ Element Field
Field spell that can be programmed to react to external magic sources. Can be switched among fire or ice effects with a three minute delay in between.
Steuerung/Control
Powerful multi-purpose spell that is used to control objects. Using a field spell to wrap around the target(s), the object can be manipulated in a number of ways. Strain is proportional to number and mass of objects being controlled. Limited to 12 objects or 200kg in mass, which ever comes first.
1. Imbue objects with greater speed and explosive properties. Primarily used on daggers.
2. Enables loose objects to be used as projectile weapons
3. Holds the opponent in a powerful bind though magical output is unaffected.
4. Lift obstacles such as large objects out of the way.
5. Disarms a opponent by taking control of their weapon. Useless against stronger mages owning to higher degree of control over their devices. Has a nasty side effect of blowing up said weapon or device sometimes.
Control: A~S+
Duration: 60s at maximum
Anti Magi-Link Field (AMF)
This powerful field spell weakens the effect of and dispels weaker spells within its reach though weapon and physical enhancements are unaffected. Best used in tight spaces to maximize its potential.
Note: all mages are equally affected though in its reach though stronger ones might be able to pull off some stronger spells. Power ranges from a Type 1 to Type 3 in effect.
Power: A~AAA
Speed: A
Range: From a single direction field to 50 meters in a sphere
Duration: 5-180s
Control: AAA
Offensive
Categorized as Non-elemental, Fire and Ice.
Non-elemental
Schwarze Auswirkung/Black Impact
Imbue physical strikes with greater force. Weapons will explode shortly.
Power: AA
Range: Melee
Dolchschub/ Dagger Thrust
Usage of Steuerung with multiple daggers up to its limit. Collectively calculated in power.
Power: A+
Speed: A
Range: up to 12 meters
Control: AA+
Unterbrechung Einfluß/Disruption Hold
Katrina grabs onto a device or mage and pumps her mana into them. Usually strong enough to shock a mage or disrupt and damage a device’s function.
Power: B
Range: Melee
Schildunterbrecher/Shield Breaker
Combination of Black Impact, Dagger Thrust and Control into one. Uses its great power to destroy shields up to AAA in strength instantly though only minimal residual damage will reach its target since most of the energy involved will be used up in destroying the shield.
Power: AAA
Range: up to 6 meters
Speed: B+
Control: AAA-
Ice
Has the primary effect of freezing or slowing targets within their impact area.
Eisdolch/Icy Dagger
Katrina’s version of Bloody Dagger. Retain the properties of tracking and speed though power is reduced. Up to 8 daggers in a ring, maximum of three rings per cast.
Power: A+
Speed: AAA-
Range: up to 100 meters from the caster though it can be cast around its target like its original.
Control: AA
Icy Dagger: Execution Shift
AoE combination spell of the Belka style Icy Dagger with the Mid-system of battery attacks, summoning hundreds of such projectiles at one go to saturate an area. Useful for pinning down a group of targets due to high speed and area coverage.
Attack: AAA+
Speed: AA+
Control: AA
Area: Up to 50 meters
Range: AA
Hagel Sturm/Hail Storm
Unleashes a wave of ice. Alternatively shoots a giant icicle at a target.
Power: AA+
Speed: B+
Range: up to 3 meters
Control: A-
Einfrierender Einfluß/ Freezing Hold
Freezes a small area at close range or upon contact.
Power: B
Speed: A
Range: Melee~1 meter
Control: A+
Fire
Fire spells are particularly effective against magical defenses. Consumes mana from surrounding environment to substain its duration Burns and spreads rapidly on anything upon contact. Lethal upon unprotected or ordinary measures.
Feueraufflackern/ Fire Flare
Weak fire spell. Primary purpose is to spread flames onto surrounding targets or into the environment and let the flames burn the targets alive. Good area coverage.
Power: C
Speed: A
Range: AA
Control: A
Area: up to 20 metres
Flamme Schlag /Flame Strike
A magic circle is used to spew forth flames. Belka provides more power while Mid provides better control and accuracy. Alternate form has it in a column of flames, being both anti-air and anti-ground.
Power: B~A+
Speed: A
Range: B~A
Accuracy: C~B
Control: B
Feuer Schlange/ Fire Snake
A controlled wave of fire that can be used to take down multiple targets.
Attack: AA
Speed: AA+
Control: SS+
Range: AA+
Muspelheim/ Flameland
Another AoE combination spell of Belka and Mid styles. A rotating Belka signil with three smaller Mid signils at each point spew out fiery beams. Possible to maintain up to 3 consecutive casts. Limited usage due to stationary position needed to maintain the spell while firing. Great AoE and range and can be cast in a number of directions.
Power: AA for each beam, maximum power up to AAA+ on consecutive casts
Speed: B+
Range: AA+
Control: AAA
Große Feuerkugel/ Great Fireball
Collection spell that collects the residual fire from its environment. Unstable output due to dependency on massive amount of energy needed for a decent strength but can exceed power limits due to collection nature from surroundings rather than from the mage. Executed in the form of a massive fireball and acts as a crude bombardment spell of sorts so efficiency is reduced somewhat.
Power: B+ to S
Speed: C
Range: AA
Control: S+
Area: A~S
---
Finally done. Introduction to the 4 Jacks and the Syndicate should follow soon.
Damn, that's a pretty nice and long spell list here, see Katrina's got most of her bases covered. Twilight though? My Veil of Darkness has nothing on that spell
And AMF?!?!?!! Damn, Katrina's gonna be giving alot of OC's here massive headaches
Quote:
Originally Posted by Aaron008R
I want to make a likable enemy that doesn't get befriended. But it's so hard!
Don't worry, you're doing just fine
Quote:
Originally Posted by Tormenk
This took much longer than expected but it's finally complete. Introducing the general outlines of the 4 Jacks which I should be using in the near future as well as a short-write up about the Prize here.
Spoiler for Jack of Spades:
Basic Information
Name: Jac Kal
Alias: Jack of Spades
Gender: Male
Home World: unknown
Birth date: unknown
Age: 26 as of MC 075
Relatives: unknown
Eye color: Green
Hair color: Black
Height: 185cm
Build: Tall and thin
Mage Information
Affiliations: The Prize
Magic Type: Neo-Belkan
Magic Color: Dark Purple
Mage Rank: AAA+
Magic potential
Combat style: melee to short range
Element Affiliation: None
Background/History
Leader of the Jacks, a team of assassin mages within the Prize. Jac been part of the Prize since young and is familiar with its operations and procedures. He possesses some degree of power and influence throughout the organization. Noted as the fastest in speed among the four.
Personality/Behavior
Well-mannered and polite at all times, Jac exudes the presence of a gentleman with his bespectacled appearance and careful conduct. A slight smile is ever present no matter the situation and he has never lost his temper even when dealing with the more hard to handle members of his team and other people in the Prize. Also has a knack for quickly resolving urgent situations.
Jac personally takes care and sees to the needs of his team though he remains detached from them all. Being the only person who can cook among them, he’s the source of any decent nourishment when the team is out on extended missions. Off-missions, Jac enjoys reading and cooking. His fondness for bikes is another oddity among many of this unusual man.
In combat he retains his usual demeanor. An unnerving trait among those of his profession that some have taken to calling him the Ripper for the relaxed but brutal manner he cuts down any opposition. Jac’s combat style uses pure speed for everything to the extend he eschews any magic usage beyond what is necessary.
Spoiler for Jack of Hearts:
Basic Information
Name: Jag Blu
Alias: Jack of Hearts
Gender: Male
Home World: unknown
Birth date: unknown
Age: 23 as of MC 075
Relatives: unknown
Eye color: yellow
Hair color: blue
Height: 180cm
Build: Buff and well-built
Mage Information
Affiliations: The Prize
Magic Type: Neo-Belkan
Magic Color: Dark Blue
Mage Rank: AAA
Combat style: berserker style of melee combat
Element Affiliation: Wind
Device: Rampage (massive bastard sword Armed/Storage hybrid Device) Device forms: Sword and Halberd Form
Background/History
Jag’s youth marked was marked by constant violence and drugs until he joined the Prize for reasons unknown when he was 15. There he was instilled with some degree of control and discipline but the stubborn young man remained largely the same throughout. Records of his current history has disobedience in duties showing up as frequently as well as the number of kills he has gathered through out the many assassination missions he has carried out, though collateral accounts for a number of them. Noted to have both the highest magic and destructive potential in his team.
Personality/Behavior
Easily bored and always looking for entertainment, Jag’s lazy bone is a mile longer than his sword. Since he often ends up in trouble, Jag relies on Jac to constantly rein him in when he goes out of line or pushes his limits too far, partially having to do with Jac being the only person Jag will obey and follow on a regular basis.
Jag possesses a rough and roguish charm that either draws people in or repulses them on first impression. Jat is an exception, frequently seen around him despite her prominent displays of vehemence at his actions every so often. He has shown interest in Jat though rarely reciprocated by the other party, at least not in public. He treats Jec, the youngest of the Jacks, like a little girl sometimes but otherwise sees her as harmless and leaves her be.
The most eager to fight at any opportunity, Jag displays a great degree of bloodlust in every fight. His abuse of drugs boosts his performance to a great degree, though it only worsens his violent tendencies and makes him extremely erratic in combat. After effects include extended mood swings and other harmful physical conditions, at which point Jac burns his stash and reprimands him again while Jat has to take care of him until he recovers, though he’s likely to receive a swing from her device once he has some semblance of consciousness. The next few weeks would be spent on constant checking on whether Jag is up to his usual tricks again.
Spoiler for Jack of Diamonds:
Basic Information
Name: Jec Yel
Alias: Jack of Diamonds
Gender: Female
Home World: unknown
Birth date: unknown
Age: 16 as of MC 075
Relatives: unknown
Eye color: purple
Hair color: Red
Height: 162cm
Build: Slim and well-built
Mage Information
Affiliations: The Prize
Magic Type: Mid
Magic Color: Yellow
Mage Rank: Synthetic AA+
Combat style: support and control
Element Affiliation: none
Device in active form covers all the way from hands to forearms. Appearance takes the form of 6 discs mounted onto a carrier rack on each arm, with the core of the ID split onto each arm and beneath lies protective covering. The racks can flip put out and double as tongfers in melee combat though her skill with them is nothing spectacular. One of the most complex devices within the Prize, it was given to her by Jac after recognizing Jec’s ability and potential in utilizing such an device. Device capabilities will be addressed in the future.
Background/History
Jec’s parents were killed by Prize members when they tried to take stop them from forcibly taking their daughter away in their search for powerful mages in their search for powerful mages. Jec has no recollection of this and was brought up in a underground training and research facility of the Prize. The girl’s first memory of the outside world was a nighttime training exercise out in the deserts of the world the facility was based on. The first thing she saw was the massive moon of that planet and she would have continued being utterly absorbed by the natural satellite if not for the more urgent matter at hand. The later part of her mission had her trudging under the burning sun to reach a designated location had left her dehydrated to the point of collapse, which left her in admiration of moons and nighttime while very much detesting sunlight.
Personality/Behavior
Jec is the little sister figure among her team though not often recognized as such. Overly serious and stiff in manner sometimes and coupled by her slightly ditzy and innocent actions, Jec has drawn more than her fair share of shaking heads and amusement from the rest of her team and is always being told to relax . Sharp and direct, the pale gril is the team’s secondary coordinator in combat after Jac, though only in slight merit of being able to maintain some sense of what’s going on once things get shot to hell. Jec can be considered the most naïve and pure out of the four, though not much by common people standards anyway. Very obedient though she still has her fair share of issues of what she does even until now.
Jec looks up to Jac for being the authoritative figure and holds him in high regard, seeking him out whenever possible. She is put off by Jag’s actions sometimes though otherwise she thinks him as a great but lazy guy. She regards Jat as a close sister figure, often going to her and speaking out since she’s the only other female in contact with. Jec has a terrible habit of telling jokes no one gets or laughs at, except for Jac, though whether he truly gets it or is simply an act to humor her is an unknown.
Spoiler for Jack of Clubs:
Basic Information
Name: Jat Elis
Alias: Jack of Clubs
Gender: Female
Home World: unknown
Birth date: unknown
Age: 19 as of MC 075
Relatives: unknown
Eye color: blue
Hair color: Green
Height: 168cm
Build: Well endowed and curvy
Mage Information
Affiliations: The Prize
Magic Type: Mid
Magic Color: Orange
Mage Rank: AA+
Combat style: marksman and shooting magic specialist, fire support and suppression
Element Affiliation: none
Device: Vayeate ( high powered buster rifle class Intelligent Device) Device modes: Rifle Frame, Bombardment Frame and Close Frame
Background/History
Jat was recruited into the Prize when she ran away from home at age 14 due to her abusive parents. Her path in the Prize was the toughest out of the Jacks, suffering from the setbacks of multiple failures and looked down upon by others. Jat managed to suck it up and push herself from her mistakes, eventually letting her skills as a marksman trump her other competitors. Given a device to supplement her natural skills, Jat’s efficiency at claiming her kills gave her recognition and was one of the first to be considered as part of the Jacks from many other candidates.
Personality/Behavior
Jat is a loud and outspoken personality whose foul mouth is only overtaken by her fouler temper. She frequently turns to alcohol and other vices to escape from her problems, some of them inflicted from young and others stemming from her lack of confidence. On the rare occasion she is able to forget about her problems, Jat’s hyperactive manner is strong enough to affect everyone else, even indulging in some pretty crazy acts. Jag puts it best as he said, “When that girl’s happy, no one is happier than she is.”
Jat respects Jac for holding the team together for so long and taking the ire of the higher-ups whenever the team screws up and tries not too give him any trouble beyond what she can manage reasonably well.
Jat gets along fairly well with the rest of her team though her temper does flare up occasionally. She has a love-hate relationship with Jag since he’s always pestering her whenever he’s bored and this irritates her to no end everytime. Her temper explodes whenever Jag goes off to do his own thing, which often results in her being busy covering his defenseless ass aside from her duties in combat. That and when Jag knocks himself out with his “girly pills” often has Jat swinging her device into Jag’s face when everything is over.
Jat didn’t like Jec on first sight, regarding her as young and unsuitable, aggravated by the fact the young girl was on equal standing with her. That fortunately changed over time with the two being partners and forced to look out for each other. The young woman takes care of Jec whenever she can and tries to share Jec’s problems as well but has no one to turn to for her own problems and hence has a lot of built-up frustration and anger.
Some information about the organization they're under in.
Spoiler for The Prize:
The Prize is an insidious and shady organization that has been around for an undetermined period of time. It is involved in a large variety of illegal operations, mainly dealing with arms production and distribution onto the black market, such as device, cartridges, conventional weaponry and ammunition. Responsible for up to 30% of the arms circulation on the market, the Prize is also into weapons development as well as research into forbidden areas outlawed long ago though for what reasons or purposes remains an unknown like most other information about it. The Prize also deals in various operations from well-paying clients such as sabotage, transportation of materials, assassinations as well as guarding and the occasional theft of Lost Logias. The Prize has its own forces to safeguard their interests as well as recruiting an arm of mercenary mages to run external operations. The TSAB has recently detected them from their pattern of crime but has yet to find out any solid information about its specifics such as operational procedure or strength of members or the stretch of its influence.
The Jacks is a team of 4 mages picked out from its pool and has been in operation for the better part of 7 years now and have been employed to carry out a number of missions for the Prize. Highly successful in their attempts, the four are well-known among the internal members and are widely recognized as some of the best within their ranks. The Jacks enjoy some privileges, having first pick among new acquirement of technological or related needs, though just a slight reward for their continued service. The members do enjoy a game of bridge between themselves during whatever off-time they can afford, being one of the few means they can get together among their line of work.
Tired. Though I should be able to continue another two pieces I want to finish by next week.
@haiz: Welcome back.
So... why did this come to mind the moment I read Jacks?
Spoiler for JAKQ Dengekitai:
And to even have their theme song started playing in my head
*dodges sniper fire*
Nice bunch of professionals here, with a good mix of personalities, and having all of their names start with "J" is a nice touch
And I see a very nice Gundam Wing ref with Vayeate and Mercurius I see
Now when will we see these Jacks in action?
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Against all the evil that hell can conjure, all wickedness that mankind can produce... We will send unto them, only you.