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Old 2008-04-11, 22:57   Link #23381
Kha
~ I Do ~
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Originally Posted by Comartemis View Post
Oh, I posted those ideas just as general thoughts that others might like to use. I've already got a few more characters lined up after Zero. In order of priority:

Rico Sawara
Everyone's favorite utterly-broken LoN avatar, rewritten as a fire specialist/martial artist with a Kamina complex and a unison device: Nova, from the Magic Knights Rayearth anime. I had a eureka moment when I realized how much Rico's armor resembles Nova's Rune God, Regalia. Expect lots of speeches about the power of the human spirit ("This blazing spirit cannot be extinguished!"), lots of over-the-top humor potential (if pulled off right), and best of all, Ye Olde English thrown into his speech patterns at random moments for good measure! Wherefore shalt thou find a more worthy author avatar for yours truly?

Ciel Clearwater
Zero's current ward from the MMZero games. Plays an important role in the plot I'm hashing out for this set of characters, involving Dr Weil's bid for control of an LL that will give him godlike power. Possesses psychic abilities, precognition, and an Outlaw Star-style Caster, as well as a few other magical sidearms.

Nova
A character in her own right who plays the Simon to Rico's Kamina. Still needs work on her concept, but that's a good ways down the line.

Oh, and speaking of Novas...

TSAB Black-Ops agent Nova!
This means that Dr. Weil is back?

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?!?!?!?!?!
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Old 2008-04-11, 23:03   Link #23382
Comartemis
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And NOVA?!?!?!?!?!
Just the pink-haired Dark Hikaru, not our long-lost Ghost. I just stumbled on that pic and thought to myself, "damn, that outfit looks like it would make a great barrier jacket...", so I posted it to make people think about it, like my last three ideas.
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Old 2008-04-11, 23:47   Link #23383
PhoenixFlare
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Originally Posted by Comartemis View Post
Yep. Wily's only looking to off the cyborgs, not spread an unstoppable plague across Mid-Childa's computer systems/devices/etc.
Selective, isn't it? And how is it going to know whether a particular person or thing is a "Combat Cyborg"? I know you can program viruses to attack only a certain program, but we're talking about a cyborg here, which doesn't seem to have an exposed interfacing area for which you can inject the virus into.

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Originally Posted by Comartemis View Post
Detail-oriented, aren't we? I figured that since Wily is essentially manufacturing his own human, he can customize the body as he wishes using techniques I borrowed from the SPARTAN-II project to serve as a reference, since I'm not a med student. Enhancements include:

Carbide ceramic ossification: The grafting of advanced materials onto the skeletal structure to make bones almost unbreakable (This'd be the biometal).
Muscular enhancement injections: An intra-muscular injection of a protein complex to increase tissue density and decrease lactose recovery time.
Occipital capillary reversal: Increased blood vessel flow beneath the rods and cones of the retina. Increases visual perception.

And yes, I know the SPARTAN-II project had a high failure rate; that's what the defunct bodies I mentioned in Zero's bio were.
Carbide ceramic ossification is fine.

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?

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Originally Posted by Comartemis View Post
Because Modern Belka always struck me as the "in between" magic system, combining Mid's ranged combat and Belka's melee. Ancient Belka is better for Zero's purposes since almost all of his spells are intended for melee combat, so unless there's a fanon precedent around here somewhere that fleshes out the MB system, I'm sticking with Ancient Belka.
Let me rephrase that. Ancient Belka is classified as a Rare Skill, which makes it quite impossible to learn by merely studying it and picking out its strengths and weaknesses. If it's possible, a lot of mages in the Bureau would have had the ability to cast the spells.

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:
Originally Posted by Comartemis View Post
The chips function similarly to finely-tuned elemental devices such as Durandal, but are considerably weaker than such specialized devices, and can only use the mana charge to enhance the weapon they are tuned to; full elemental spellcasting is impossible without an elemental affinity for one of the three elements, which Zero does not have.
So, you're attaching elemental chips to the sabers, and using Zero's own mana for the conversion? How nifty. The only weakness here now is that the heroes are terribly hard-put to counter his high-speed, magic-enhanced attacks of variable elements, and high endurance. Not to mention his Rainbow Spectrum which would probably cause the sabers to become fire and ice at once?

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.)
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Old 2008-04-12, 00:10   Link #23384
Comartemis
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Not to mention his Rainbow Spectrum which would probably cause the sabers to become fire and ice at once?
No, the chips replace Rainbow Spectrum, which knocks Zero's elemental affinity down a few pegs from its' previous "all existing elements" status, and further degrades it by limiting the elemental attacks to Zero's beam sabers, where before he could have applied it to unarmed or chain rod attacks.

Quote:
Selective, isn't it? And how is it going to know whether a particular person or thing is a "Combat Cyborg"? I know you can program viruses to attack only a certain program, but we're talking about a cyborg here, which doesn't seem to have an exposed interfacing area for which you can inject the virus into.
Trust in Wily's programming, not my understanding of it. The Maverick Virus worked just fine without a direct connection to unfortunate reploids in the X games and I don't believe it was ever explained exactly how it worked.

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?
Waaaaaaah! I'm not a med student, I've got no idea how to respond to those questions!

Quote:
Let me rephrase that. Ancient Belka is classified as a Rare Skill, which makes it quite impossible to learn by merely studying it and picking out its strengths and weaknesses. If it's possible, a lot of mages in the Bureau would have had the ability to cast the spells.
Fine, Modern Belka it is.

Quote:
The only weakness here now is that the heroes are terribly hard-put to counter his high-speed, magic-enhanced attacks of variable elements, and high endurance.
No more so than they would be against any other melee specialist. Signum has all the qualities you mentioned except the differing elements, and makes up for it with some ranged skill with Levantine's snake form as well as a natural fire element which will trump an artificial one every single time.

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.)
On the contrary, Zero's ranged capacity is very limited. At best, the Z-Buster can imitate the power of one of Fate's Plasma Lancer rounds. Not a barrage, like Fate uses them, just one.

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.
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Last edited by Comartemis; 2008-04-12 at 00:34. Reason: Weakness addition
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Old 2008-04-12, 00:14   Link #23385
Kagerou
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Originally Posted by Comartemis View Post
Just the pink-haired Dark Hikaru, not our long-lost Ghost. I just stumbled on that pic and thought to myself, "damn, that outfit looks like it would make a great barrier jacket...", so I posted it to make people think about it, like my last three ideas.
I beat you to that, by the way. The girls in the Order of Freelance Mages use This as their armor, the G3C Ghost Armor.
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Old 2008-04-12, 00:57   Link #23386
PhoenixFlare
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Originally Posted by Comartemis View Post
No, the chips replace Rainbow Spectrum, which knocks Zero's elemental affinity down a few pegs from its' previous "all existing elements" status, and further degrades it by limiting the elemental attacks to Zero's beam sabers, where before he could have applied it to unarmed or chain rod attacks.
And you do know that elemental/magic-enhanced attacks are not as weak as they sound, don't you? Honestly, most magic-enhanced attacks are in the range of A to AAA, possibly even S, which says a lot by themselves. Plus, their attack level aren't static either, if you factor in the mages supplying additional power to boost their attacks.

Quote:
Originally Posted by Comartemis View Post
Trust in Wily's programming, not my understanding of it. The Maverick Virus worked just fine without a direct connection to unfortunate reploids in the X games and I don't believe it was ever explained exactly how it worked.
Mm, trust is something hard to give. Now, the Megaman universe works slightly (or a lot *shrugs*) differently from Nanohaverse, so some degree of adaptation must be done. You say the virus can infect cyborgs, but how?

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Originally Posted by Comartemis View Post
Waaaaaaah! I'm not a med student, I've got no idea how to respond to those questions!
No excuse for not doing some extra research . It isn't surprising for some of us to really shoot down ideas from every single angle possible (ourselves and with other authors) before writing them down, and this probably lasts a few days to a week. Direct porting is going to cause some unnecessary trouble.

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:
Originally Posted by Comartemis View Post
No more so than they would be against any other melee specialist. Signum has all the qualities you mentioned except the differing elements, and makes up for it with some ranged skill with Levantine's snake form as well as a natural fire element which will trump an artificial one every single time.
Signum also lacks speed (she's slower than Fate, which is probably the only canon character that can rival your Zero), if you've not already noticed, which is a critical factor is deciding the success of a melee-based attack (and if you will, the momentum of the strike). If we just say that Signum battles with Zero, and Zero uses Dash Boots at will (which, you've failed to mention a sustainable time limit or a percentage boost), Zero has a better chance of landing an attack than Signum does (even if her reflex is good). And no, Auto-Guard is not omnipotent, several attacks and it shatters. Evading Schlagenform is easy with that speed.

I don't particularly find any difference between natural fire element and artificial one. Mm?

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Originally Posted by Comartemis View Post
On the contrary, Zero's ranged capacity is very limited. At best, the Z-Buster can imitate the power of one of Fate's Plasma Lancer rounds. Not a barrage, like Fate uses them, just one.
Sorry, my bad, then. When I read it, it seems to feel as if you're saying that "a charged shot can be equivalent to one round of Fate Testarossa's Plasma Lancer" (round as in one complete spell, not just one of the spell's bullets).

Quote:
Originally Posted by Comartemis View Post
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.
Lack of description is your enemy.

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.
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Old 2008-04-12, 01:15   Link #23387
AdmiralTigerclaw
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Originally Posted by PhoenixFlare View Post

Occipital capillary reversal is ... weird. What does increased blood flow to the eyes have to do with increasing visual perception?
This might help: http://en.wikipedia.org/wiki/Cone_cell#Table

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.)
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Old 2008-04-12, 01:27   Link #23388
Comartemis
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And you do know that elemental/magic-enhanced attacks are not as weak as they sound, don't you? Honestly, most magic-enhanced attacks are in the range of A to AAA, possibly even S, which says a lot by themselves.
I'd be more easily convinced of this if we ever saw a normal mage use an elemental attack. As it is, every character who uses these "A to AAA" attacks is already in the A to S+ range, so there isn't necessarily a connection between elemental attacks and powerful attacks.

Quote:
Mm, trust is something hard to give. Now, the Megaman universe works slightly (or a lot *shrugs*) differently from Nanohaverse, so some degree of adaptation must be done. You say the virus can infect cyborgs, but how?
Originally I had Zero upload it into them through the Z-Knuckle, which I dropped when I sensed Zero was getting too much equipment. Now? Dunno. Applied Phlebotinum, I guess.

Quote:
I don't particularly find any difference between natural fire element and artificial one. Mm?
Artificial fire element isn't as efficient in the mana/flame conversion process, requiring more mana to produce the same effect. Given the same amount of mana applied to a Shiden Issen from both Zero and Signum, Signum's will be stronger every time.

Quote:
Now, if you're going to add in a time limit or another effect, that'd be another story all together.
The boots in-game only work for about a second or two per usage. How much distance does the average Flash Move cover in that time period?
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Old 2008-04-12, 01:49   Link #23389
Jimmy C
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Originally Posted by Phoenix View Post
Ancient Belka is classified as a Rare Skill, which makes it quite impossible to learn by merely studying it and picking out its strengths and weaknesses.
AB is a Combat Form not a Rare Skill. Although all present AB users have Rare Skills of some kind. It doesn't imply that AB itself is a rare skill.
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Old 2008-04-12, 01:51   Link #23390
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It is a very rare style though and one no really effective teachers exist for.
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Old 2008-04-12, 01:51   Link #23391
PhoenixFlare
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Originally Posted by AdmiralTigerclaw View Post
This might help: http://en.wikipedia.org/wiki/Cone_cell#Table

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.)
Nothing in direct relation to increasing visual perception. Blood supplies oxygen to the cells, and the cells, if needed, will expand their population. If there is NO need for them to grow beyond their usual need, they will not, because it's a sign of abnormality in the body. Plus, more cells do not equate to more cone or rod cells specifically, they can mean other types of cells in the eyes that are not photoreceptors.

Quote:
Originally Posted by Comartemis View Post
I'd be more easily convinced of this if we ever saw a normal mage use an elemental attack. As it is, every character who uses these "A to AAA" attacks is already in the A to S+ range, so there isn't necessarily a connection between elemental attacks and powerful attacks.
Probably you won't ever, since Mana Conversion Affinity is also a Rare Skill. Normal doesn't define rare.

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Originally Posted by Comartemis View Post
Originally I had Zero upload it into them through the Z-Knuckle, which I dropped when I sensed Zero was getting too much equipment. Now? Dunno. Applied Phlebotinum, I guess.
Right, handwaivium. Handwaivium isn't given to many things, and this thing should be explainable. Would you want me to use Applied Phlebotinum on your character's other aspects as well? That'll be much easier.

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Originally Posted by Comartemis View Post
The boots in-game only work for about a second or two per usage. How much distance does the average Flash Move cover in that time period?
I don't know, haven't been studying the speed.
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Old 2008-04-12, 02:12   Link #23392
Comartemis
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Probably you won't ever, since Mana Conversion Affinity is also a Rare Skill. Normal doesn't define rare.
Alright then, show me an abnormal grunt, a C or B-rank who can use Shiden Issen with as much power as Signum does. I really doubt you'll be able to find one, because the strength of Signum's flame boost is dependent on her own personal strength, how much mana she can put into the spell. Simply having an elemental affinity is not a one-way ticket to having A-rank attack skills.

Quote:
Right, handwaivium. Handwaivium isn't given to many things, and this thing should be explainable. Would you want me to use Applied Phlebotinum on your character's other aspects as well? That'll be much easier.
I'd prefer it, yes. I used the SPARTAN-II project as a base for Zero's physical abilities because if it works for John and friends, it'll work even better for Wily's construction project because he doesn't have a limited supply of super soldiers to burn through, just whatever raw materials he needs for the bodies. As for the what you're calling physical impossibilities... well, Bungie seems to think differently, and given that they're using advanced tech which is probably similar (assuming it's not actually outdated by Nanoha standards, which I think it probably is) to what Wily's using, I'm making the call that it works regardless of what modern science tells you about the subject.

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.
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Old 2008-04-12, 03:06   Link #23393
PhoenixFlare
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AB is a Combat Form not a Rare Skill. Although all present AB users have Rare Skills of some kind. It doesn't imply that AB itself is a rare skill.
Possibly a mistranslation on my part, because Chrono in the manga mentioned that Ancient Belka is a "rare ability" (this almost always happen when the typesetting is the same size). Here.

Spoiler for IS: Silver Retriever:


Quote:
Originally Posted by Comartemis View Post
Alright then, show me an abnormal grunt, a C or B-rank who can use Shiden Issen with as much power as Signum does. I really doubt you'll be able to find one, because the strength of Signum's flame boost is dependent on her own personal strength, how much mana she can put into the spell. Simply having an elemental affinity is not a one-way ticket to having A-rank attack skills.
We have not seen any abnormal grunt with the said Rare Skill, so a comparison cannot be made.

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:
Originally Posted by Comartemis View Post
I'd prefer it, yes. I used the SPARTAN-II project as a base for Zero's physical abilities because if it works for John and friends, it'll work even better for Wily's construction project because he doesn't have a limited supply of super soldiers to burn through, just whatever raw materials he needs for the bodies. As for the what you're calling physical impossibilities... well, Bungie seems to think differently, and given that they're using advanced tech which is probably similar (assuming it's not actually outdated by Nanoha standards, which I think it probably is) to what Wily's using, I'm making the call that it works regardless of what modern science tells you about the subject.

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.
The Maverick Virus was not my main concern.

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.
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Old 2008-04-12, 03:22   Link #23394
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About Erio and Lighting affinite. He did use it before joining RF6. He unleased it at Fate when they first met.
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Old 2008-04-12, 03:24   Link #23395
Kagerou
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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
Mana Pool: At first level, the Linker Mage gains a pool of mana equal to 10x (Constitution + Wisdom). Every level thereafter the mage gains (Constitution + Wisdom) mana.

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.
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Old 2008-04-12, 03:38   Link #23396
AdmiralTigerclaw
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Quote:
Originally Posted by PhoenixFlare View Post
Nothing in direct relation to increasing visual perception. Blood supplies oxygen to the cells, and the cells, if needed, will expand their population. If there is NO need for them to grow beyond their usual need, they will not, because it's a sign of abnormality in the body. Plus, more cells do not equate to more cone or rod cells specifically, they can mean other types of cells in the eyes that are not photoreceptors.
And when you have a BETTER explanation, let us know. Kay? Thx. BYE! ^_^
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Old 2008-04-12, 04:07   Link #23397
Kha
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Originally Posted by Kagerou View Post
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
Mana Pool: At first level, the Linker Mage gains a pool of mana equal to 10x (Constitution + Wisdom). Every level thereafter the mage gains (Constitution + Wisdom) mana.

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.
From what I see here, we're not going into specific classes, but we're adding a totally new class into the D&D repertoire called Linker Mages that can essential replicate any of the other classes? Or is Linker Mage a kind of race, which we then whittle down further?

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...
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Old 2008-04-12, 04:57   Link #23398
PhoenixFlare
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Originally Posted by AdmiralTigerclaw View Post
And when you have a BETTER explanation, let us know. Kay? Thx. BYE! ^_^
Right. And I see you have a better explanation, perhaps? Share it please, o' great one, for I am unworthy.

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.
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Old 2008-04-12, 05:24   Link #23399
Jimmy C
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Join Date: Jun 2007
Quote:
Originally Posted by PhoenixFlare View Post
Possibly a mistranslation on my part, because Chrono in the manga mentioned that Ancient Belka is a "rare ability"
Look at it this way, if AB is something that a user just happens to have, how did it get developed into something that was the second biggest magic combat style next to Mid for a time?
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Old 2008-04-12, 05:30   Link #23400
AdmiralTigerclaw
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Quote:
Right. And I see you have a better explanation, perhaps? Share it please, o' great one, for I am unworthy.

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.
Oh no, I INSIST. You absolutely MUST grace us with your significant knowledge of the subject for the sake of greater enlightenment. We mustn't have any great untruths clawing away at the edges of our conciousness simply because of some craven thought that we wouldn't be able to cope, now would we? So tell your tale, oh great scholar, for we have time in spades.

(Oh, god, I just recited that with a perfect Irish accent. Is that a good thing?)
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