2008-04-11, 22:57 | Link #23381 | |
~ I Do ~
Author
Join Date: Apr 2007
Location: In the XV-8A Spartan "00"
Age: 38
|
Quote:
Wait till the CCs find out that he killed the Doc that made the first Type-0 Wing Zero. I knew Ciel would be next. I do hope Zero doesn't go and blow himself up too quickly. And NOVA?!?!?!?!?!
__________________
|
|
2008-04-11, 23:03 | Link #23382 | |
He Who Smites Shippers
Join Date: Mar 2008
Age: 36
|
Quote:
__________________
|
|
2008-04-11, 23:47 | Link #23383 | ||||
The Resurrector
Author
Join Date: Sep 2007
|
Quote:
Quote:
Muscular enhancement injections, however, don't seem too practical. Is it only during the construction, continuous, or periodical? If it's applied only during the construction, then lactose recovery time will be a recurrent problem. You can inject the said complex to reduce lactose recovery time only for a period of time, not forever. Occipital capillary reversal is ... weird. What does increased blood flow to the eyes have to do with increasing visual perception? Quote:
On the Modern Belkan and Mid-childan systems, I'll be copying Keroko's IS for a little while. Spoiler for IS: Silver Retriever:
Quote:
Seriously, what is the weakness of Zero, barring his lack of ranged attacks, which isn't a serious one at that? (Never mind, scrap that thought. Z-Buster, even if just an equipment, provided powerful enough ranged attacks.) |
||||
2008-04-12, 00:10 | Link #23384 | ||||||
He Who Smites Shippers
Join Date: Mar 2008
Age: 36
|
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
As for critical or otherwise fatal weaknesses that can drop Zero in one hit, quit looking for them because I doubt you'll find any beyond his absolutely pathetic ranged capabilities. Zero is supposed to be a melee specialist who can fight Signum (sans Agito) to a draw, not a glass-jawed one-hit wonder. *EDIT* Wait, scratch that: he doesn't have any kind of shield spell either. I'd say that's a very significant weakness.
__________________
Last edited by Comartemis; 2008-04-12 at 00:34. Reason: Weakness addition |
||||||
2008-04-12, 00:14 | Link #23385 | |
"Begin, the operation!"
Author
|
Quote:
__________________
|
|
2008-04-12, 00:57 | Link #23386 | ||||||
The Resurrector
Author
Join Date: Sep 2007
|
Quote:
Quote:
Quote:
Right now, I pass ceramic carbide ossification, but the rest is biologically unfeasible (maybe Kha's medical knowledge may make them better), as far as I know. Quote:
I don't particularly find any difference between natural fire element and artificial one. Mm? Quote:
Quote:
Speed is a defense in itself. While it doesn't allow you to block attacks or tank busters, evasion is one, if not the better, form of defense, since shielding requires an expenditure of magic powers. Your Dash Boots, on the other hand, can be activated at will, and does not suffer from the same limitation as Fate's Sonic Move (physical strain and only a temporary boost unless in New Sonic Form). Now, if you're going to add in a time limit or another effect, that'd be another story all together. |
||||||
2008-04-12, 01:15 | Link #23387 | |
Sword Wielding Penguin
|
Quote:
Based on collected Wiki info... higher blood flow would mean the ability to support more cells... For the eye, more cells, means more receptors. With more ROD cells, this means improved night vision. Imagine being able to see in the dark naturally TWICE as well as you do now. With Cones, this means sharper visual acuity, and ability to detect fast moving light changes better. (Especially good in high speed 'blur' fights.) So imagine the abilty to see the same thing someone else does, but in higher detail, able to pick out smaller lines at the same focus. While it's no telephoto lense... better eyes overall would be a tremendous advantage, especially when something that appears as a speed blur to someone normal, is clear enough to be READ off of. (It's an extreme, but an example.) |
|
2008-04-12, 01:27 | Link #23388 | ||||
He Who Smites Shippers
Join Date: Mar 2008
Age: 36
|
Quote:
Quote:
Quote:
Quote:
__________________
|
||||
2008-04-12, 01:51 | Link #23391 | |||
The Resurrector
Author
Join Date: Sep 2007
|
Quote:
Quote:
Quote:
I don't know, haven't been studying the speed. |
|||
2008-04-12, 02:12 | Link #23392 | ||
He Who Smites Shippers
Join Date: Mar 2008
Age: 36
|
Quote:
Quote:
To summarize: my interest in the details of Zero's body ends with the application of SPARTAN upgrades to his frame. The Maverick Virus itself was merely a plot point to get Zero in contact with RF6, so mass amounts of handwavium can be applied to that entire area as far as I care.
__________________
|
||
2008-04-12, 03:06 | Link #23393 | |||
The Resurrector
Author
Join Date: Sep 2007
|
Quote:
Spoiler for IS: Silver Retriever:
Quote:
On the other hand, we can compare Erio with Fate, both with Lightning Affinity Conversion. If you take Erio's previous rank (in StrikerS) into consideration, he was a B-ranked mage, but using (but not entirely evidenced) the skill, he could use Thunder Rage and a lightning-variant Shiden Issen, though the ranks for both weren't not stated. And really, I beg to differ, have I said that having the elemental affinity alone gives you A-rank attack skills? True, it's dependent on the mage's strength and mana output as well, weren't those what I said? Those grunts perhaps could not use Shiden Issen to Signum's level, but Zero COULD, given his enhanced body and strength. Quote:
Right, suppose I work for Bungie and write a convincing story saying that humans can fly by placing air bladders on their feet, genetically enhance your brain to be able to make a sunny day into a thunderstorm, and making proteins capable of protecting your body against a flamethrower, you'll just port them over without giving a thought as to how they're applicable? Then, tell me, what is there to scrutinize about? You're basically good to go having a character that's basically a man-made god. I can handwave materials that at least have been proven to be canon-described. For example, brains in jars, memory transfer, heck, even the process of genetically modifying the human subject for mechanical adaptations. But, porting concepts that are potentially unfeasible, I don't, I'm sorry. That said, improving visual perception and muscular strength ARE possible things, just not through the methods you suggested. |
|||
2008-04-12, 03:24 | Link #23395 |
"Begin, the operation!"
Author
|
Alright, this is what I have for my Nanoha RPG for now.
Things I need help with: Class Abilities More Type A and Type B abilities Anything else They call themselves wizards, knights, duskblades, warriors, and sorcerors. Priests, Mercenaries, Ship Captains, and Summoners, these people are all united by one thing: the ability to manipulate and wield the power of magic. Using their Linker Cores, the source of their magic, and their Devices, the focus of their casting, these people come from all walks of life and are bound to their magic. Whether they use it for honor, for justice, personal gain, or cruelty, magic is their calling. These are Linker Mages. Linker Mage Overview: People who can use magic, Linker Mages are people who have taken up the call of body, mind, and soul, in order to use and cast spells. Adventures: Linker Mages go on quests depending on their situation. One on Non-Administered worlds usually do things around their planet, but those on Administered Worlds can take on all sorts of adventures. The majority, however, are mages of the Time-Space Administration Bureau. Role: Since a Linker Mage is bound by his or her specialization, they do not have one defined role. All roles are available to such a person. Abilities: Linker Mages have different primary stats depending on their specialization. Constitution and Wisdom are the most important in determining mana, however. Alignment: Varies. Any mage can be of any alignment. Hit Die: Default is d6. Depending on their tree of specialization, a Linker Mage may have more. Class Skills: By default, a Linker Mage has Computer Use (Int), Profession (Wis), and Spellcraft (Int). They get more depending on their specialization. Code:
Fort Ref Will Level BaB Save Save Save Special 01 +0 +1 +1 +1 Mana Pool, Type A Specialization Type B Specializations, [Class Ability] Barrier Jacket, Device 02 +1 +1 +1 +1 Bonus Feat 03 +2 +2 +2 +2 [Class Ability] 04 +3 +2 +2 +2 05 +3 +3 +3 +3 06 +4 +3 +3 +3 Bonus Feat, [Class Ability] 07 +5 +4 +4 +4 08 +6 +4 +4 +4 09 +6 +5 +5 +5 [Class Ability] 10 +7 +5 +5 +5 Bonus Feat, Type-A Focus 11 +8 +6 +6 +6 12 +9 +6 +6 +6 [Class Ability] 13 +9 +7 +7 +7 14 +10 +7 +7 +7 Bonus Feat 15 +11 +8 +8 +8 [Class Ability] 16 +12 +8 +8 +8 17 +12 +9 +9 +9 18 +13 +9 +9 +9 Bonus Feat, [Class Ability] 19 +14 +10 +10 +10 20 +15 +10 +10 +10 Type-A Mastery Type-A Specialization: At first level, a Linker Mage must choose from a set of speclizations to choose from. Each specialization grants a set of abilities, as well as the types of magic the mage can use. At 10th level, Type-A Focus kicks in and allows more powerful spells to be cast. - Melee: The mage has access to Melee-type attack spells at 1st level, and Magic-Enhanced Attack-type spells at 10th level. - Ranged: The mage has access to Shooting-type attack spells at 1st level, and Bombardment-type Spells to be cast at 10th level. - Mixed: The mage has access to both Shooting-type and Melee-type attack spells at first level, but at twice the cost. At 10th level, the mage can access either Bombardment-type spells OR Magic-Enhanced Attack Type spells, but not both. In addition to these, all mages have access to Capture-type spells, Defensive spells, and Support spells. A fourth specialization, the Support type mage, excels in these three fields of magic, but it's not recommended for PCs to use them. Type-B Speclization: Type-B abilities are extras that allow a mage to perform well at other fields without the need for magic (or in some cases, in spite of magic). The Type-B specializations modify many of the mage's abilities. There are two Types of B-specs; B1 and B2. You can only take 1 B1 spec and 1 B2 spec. B1 - Combat: The mage is proficient at combat. They gain 2+IN skill points every level (x4 at first) and have access to the following skills: Athletics (Str), Device Use (Int), Survival (Wis). The mage's hit die also change to d10, and their base attack bonus increases (+1 every level). Each skill also gets a +1 bonus every 3 levels. - Stealth: The mage is a stealth specialist. They gain 6+IN skill points every level (x4 at first) and have access to the following skills: Acrobatics (Dex), Athletics (Str), Deception (Cha), Device Use (Int), Drive (Int), Gather Information (Int), Knowledge (Int), Perception (Wis), Pilot (Int), Sleight of Hand (Dex), Stealth (Dex). Each skill also gets a +1 bonus every 4 levels. - Military: The mage is a practiced TSAB mage, expert in her MOS. She gains 4+IN skill points a level (x4 at first) and can choose from any eight skills. Hit die increases to d8. Unlike others, she does not get a plus one bonus to her skills. - Investigator: The mage is adept at getting information out of people. She gains 4+IN skill points a level (x4 at first). Skills are Deception (Cha), Decipher Script (Int), Device Use (Int), Drive (Int), Gather Information (Int), Knowledge, Perception (Wis), Persuasion (Cha) and Sleight of Hand (Dex). Each skill gets a +1 bonus every 4 levels. - There are other type-B1 specializations for NPCs, that will not be listed here. B2: Backstab: The mage knows the weak points on an enemy, gaining bonus damage with a melee attack any time the enemy is caught flat-footed. At first level, the mage gains a bonus +3 damage to his attack against a flat footed opponent, with an extra +3 every other level. Diplomat: The mage's ability to talk to people is very good, allowing a +5 Persuasion and Deception bonus when talking to someone else. Favored Enemy: The enemy gains a +2 bonus to attack and damage against an enemy of his choosing, which increases by 2 at levels 5, 10, 15, and 20. Rage: Once per day, the mage can go into a rage as a barbarian, gaining +4 Strength and Constitution and -2 AC as well as the inability to cast spells. The rage lasts for as many rounds as your CN modifier. (Minimum 1) Resilient: The mage has more hit points than normal for her type. +3 HP/level Shapeshift: The mage has the ability to shapshift into an animal, losing the ability to cast spells but gaining abilities as per the animal.
__________________
|
2008-04-12, 03:38 | Link #23396 | |
Sword Wielding Penguin
|
Quote:
|
|
2008-04-12, 04:07 | Link #23397 | |
~ I Do ~
Author
Join Date: Apr 2007
Location: In the XV-8A Spartan "00"
Age: 38
|
Quote:
I've got a ton of class skills, but they don't seem to fit into the current framework, since they are essentially fall into definite classes like Priest, Techpriest, Guardsman, etc, and what you are doing looks like a class on it's own. Also, how did you decide the saving throws? And refresh my memory about BaB while you're at it...
__________________
|
|
2008-04-12, 04:57 | Link #23398 | |
The Resurrector
Author
Join Date: Sep 2007
|
Quote:
Pardon the sarcasm, but I see nothing that's missing or terribly difficult to understand in my explanation. I could answer in a full-fledged essay if you want, but seeing that even such a succinct one could not make any semblance of cognition for you, I'll have to reconsider. |
|
2008-04-12, 05:30 | Link #23400 | |
Sword Wielding Penguin
|
Quote:
(Oh, god, I just recited that with a perfect Irish accent. Is that a good thing?) |
|
|
|