Well I acutally have four of them and a magical hacker in my fic… they don't get much spotlight until the third chapter though, working name: SNAFU.
Things are a mess as usual, then?
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Originally Posted by Tk3997
Maybe they’re anti-gravity/rocket propelled mines that like shot out of the ground and attack when mages fly by!
Could be. I'll leave the cleanup to you then.
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Originally Posted by Tk3997
Yup though she dosen't seem as clingy as she used to be since she seemed to work and hang around Nanoha more then Hayate by Strikers.
A development I do not mind at all.
Quote:
Originally Posted by Tk3997
My solution to these sorts of things has always been to take a page from another play book: EXTERMINATE. Don't try and control them, don't try and trick them, sure as hell don't try and reason with them just kill it, with fire preferably.
Yet another reason I like Kane. Invite the Scrin, see if their friendly and learn from them. If not, we already spend several years developing weapons to kill them. Fire away.
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Originally Posted by Tk3997
Just opening fire is still generally frowned upon by law enforcement agency's even with technically non-lethal weapons. Use of force is a complex issue, but most departments have a "Continuum of force" starting with verbal warnings and going to lethal force and normally you're supposed to exhausts each option before escalating further.
A verbal warning is basiclly always the first response though, and acutally you basiclly have to give at least one warning as if you don't tell them what to do and just attack they can argue they weren't resiting since they hadn't been given an order to desist and that it was assualt. The exception is if they attack you in which case hostile intent and will to resist is assumed and you can fight back, even then though many officers even if the act is aggressive will still give some chance to submit. (See any number of videos with cops yelling "drop the gun" basiclly once he pulled that they could probably shot him if he even vaugely pointed it at them and be right, but they'll tend to hold fire unless it really looks like he's going to use it.)
A good example is a video I saw (but can't find on the web) where two guys from a truck fight with an officer first they talk trash after the officer tells them to lay down on the ground, then the attack and scuffle but the officer breaks away and draws a baton and orders them to get on the ground again. They back off but keep talking trash and then one of them gets a shovel from the truck and starts to advance toward him and only then dose he acutally draw his gun on them. (showing there level of intelligence they still give in, but they do back off and not try to attack anymore and he basically holds them at gun point until more officers arrive.)
Basically force is NEVER the first option at least in a law enforcement setting and a verbal warning is pretty much mandated. That said use of force is a bit of a, sometimes contradictory, legal minefield (though it tends to favor the cops in all but the most previous abuses). Even so someone that makes a habit of attacking first and asking questions or trying to reason later is going to come under scrutiny as a potential legal liability.
You don't need to tell me. Over here a cop is liable to be prosecuted for murder if he shoots and kills someone. Of course they won't call it murder, but the basics behind it remain the same. If the cop didn't have a really good reason for shooting (not just 'he wouldn't put down the gun' but stuff like 'he would have killed X') then chances are he's losing his job and a lot of money.
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Originally Posted by Tk3997
Hmmm there’s an idea, but no acutally it’s something completely different it’s more like having an good excuse to port an OC from another universe of mine. It’s sort of a plot point though so I don’t really want to talk about it yet it happens in chapter three of the fic. Plus such a thing would throw a huge wrench in things for Aaron’s fic… then again it still might anyway, but the wrench will be smaller.
Now I'm curious, what exactly did you have in mind?
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Originally Posted by Tk3997
Well that was kind of my point I was questioning why he seemed to think that messing with the power level would somehow make it possible or okay when that was never the issue to start with.
Agreed.
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Originally Posted by Tk3997
Well he never said he knew her, but then again she knew him and it's not like on seeing someone you happen to know in passing your first response is. "Ah it's you, who I know somewhat form having worked in the same officer as you some years before and posses a passing knowledge as to skills!"
I personally doubt there are any trainers around myself even the people from the church seem to largely use the Neo-Style, but then again what exactly makes something "ancient Belkan" is nebulous at best.
A small review actually brings up more defense to your case. Zest recognised Signum's stance and called her 'a true Belkan Knight' and said she was 'probably saved somewhere like Agito' suggesting heavilly that the style Signum practices is no longer in use.
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Originally Posted by Tk3997
No wonder Keroko can't plan or think ahead, what with you writing for her.
Where do you think she gets it from?
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Originally Posted by Tk3997
KK won't become an issue until later in Chapter four at the earliest though so probably months away...
Oh, I'm a patient guy.
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Originally Posted by Tk3997
I'd have gone more with, dosen't really compute at all but that's just me.
Just the Keroko being protective part.... but yeah, you're right.
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Originally Posted by Tk3997
Yeah "ranged specialist" Nanoha that went toe to toe with an AAA rank Belkan right after she upgraded her device... of course this merely goes back to what I've often said. Mainly that range tends to be inherently superior to close combat since a gun works just as well at five feet as fifty, a sword... not so much. Basiclly if you have a sturdy defense of high speed you don't really NEED close combat skills.
Spoiler for YT Vid:
Or weapons for that matter...
Though from a realistic point of view you are absolutely right, the romantic bone within me will defend melee-based weaponry in Nanohaverse to the bitter end. :3
Yeah "ranged specialist" Nanoha that went toe to toe with an AAA rank Belkan right after she upgraded her device... of course this merely goes back to what I've often said. Mainly that range tends to be inherently superior to close combat since a gun works just as well at five feet as fifty, a sword... not so much. Basiclly if you have a sturdy defense of high speed you don't really NEED close combat skills.
I'm thinking I might have to turn Rico into a ranged specialist with merely passable melee skills; I've got a ton of cool ideas for Nova's shooting spells, but the control required for some of these spells would demand a ranged specialist and a unison device; for instance, Rico's answer to Starlight Breaker is a mass-fire shooting spell, a Macross Magic Missile Massacre. Picture Reinforce's Photon Lancer Genocide Shift coupled with homing capabilities provided by the "lock-on" spell I used with Rena. Thoughts?
__________________
Kill the Darkfic.
Burn the Angst.
Purge the Bad End.
Yet another reason I like Kane. Invite the Scrin, see if their friendly and learn from them. If not, we already spend several years developing weapons to kill them. Fire away.
Always have a plan B...
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You don't need to tell me. Over here a cop is liable to be prosecuted for murder if he shoots and kills someone. Of course they won't call it murder, but the basics behind it remain the same. If the cop didn't have a really good reason for shooting (not just 'he wouldn't put down the gun' but stuff like 'he would have killed X') then chances are he's losing his job and a lot of money.
Well here at least if the guy has and brandishes a gun you won't get much flak if you end up shooting him.
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Now I'm curious, what exactly did you have in mind?
Already told you spoilers.
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A small review actually brings up more defense to your case. Zest recognised Signum's stance and called her 'a true Belkan Knight' and said she was 'probably saved somewhere like Agito' suggesting heavilly that the style Signum practices is no longer in use.
*leans back in his chair and smirks smugly*
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Where do you think she gets it from?
Well I thought maybe she just got dropped on her head allot as a child or something, would explain the mood swings too.
Though sometimes I think I can get into excess planning myself I’m always thinking about “What if…” and running through what I’d do in a whole mess of scenarios. Then though I’ll sometimes spend so much time pondering what to do I miss my chance. On the plus side this constant thinking ahead often means I’m reading with snide biting quips when the opportunity present itself.
This can sometimes come through in my writing I think where I can sometimes go so in-depth describing the how’s and whys of my combat that it starts to sound like I’m lecturing on tactics instead of writing a battle scene. Sometimes I’ve even been tempted to include scenes that have no point BUT to give a character and excuse to babble on about military tactics. It takes allot of effort to control those impulses. Sometimes I’ll find myself writing thousand plus word essays about the hows and why of combat and tactics… just for fun. Doing that can also help me want to ramble less about in the story itself.
For instance... this is what I did this afternoon see that entire section on "Tactics"? Yeah I typed all of that in like an hour or two.
This all could be part of why I like Tesla...
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Oh, I'm a patient guy.
We'll see which is more powerful your patience or my laziness.
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Though from a realistic point of view you are absolutely right, the romantic bone within me will defend melee-based weaponry in Nanohaverse to the bitter end. :3
Well it's not like the world is full of totally rational people and so as long as melee is even slightly viable (and it is) and magic remains a fairly individual choice (it probably will) you'll have some guys using it, just becasue. Just like some guys still hunt with muskets or bows despite the laundry list of disadvantages compared to a high caliber scoped semi-automatic rifle.
Well it's not like the world is full of totally rational people and so as long as melee is even slightly viable (and it is) and magic remains a fairly individual choice (it probably will) you'll have some guys using it, just becasue. Just like some guys still hunt with muskets or bows despite the laundry list of disadvantages compared to a high caliber scoped semi-automatic rifle.
The difference being that you can't deflect bullets with muskets and bows. Melee devices vs ranged attacks? That's another story entirely.
__________________
Kill the Darkfic.
Burn the Angst.
Purge the Bad End.
Name: Uomo Gender: Male Age: 15 Origin: Type-0 research facility Type: Type-0 Sentoukijin Mage Rank: AA Magic Type: Belkan Magic color: Dark golden Military Rank: Private 1st class Military Station: Ground Forces
Affiliation: NOD Role: Infiltration, Data gathering, Threat assessment, Sabotage, Assassination. Position: Infiltrator Aerial Capacities: Yes IS: Smugglers Pride IS Circle color: Dark golden
Personality
Complicated would sum up Uomo in a nutshell. He has the appearance of a girl, yet has no qualms dressing like a guy. His personality is the same, at times he can act very feminine, yet at other times he acts as one would expect a guy to act. This complicated personality can sometimes drive people up the walls, as they consider him to be a tomboy at first glance, only to find out the truth and get even more confused.
Uomo is also an excellent liar down to the point where his poker-face can make you simply convinced that he is speaking the truth, only to have him break out in a grin seconds later. His bluffing skills are no less talented, and he has gotten out of many sticky situations by letting the opposition believe what he wants them to believe.
Uomo is the type that doesn’t really appreciate stupidity, and depending on his personal opinion of you, he could very well make his dislike apparent through… physical means. Many people have felt elbows in their guts, or where send flying because they couldn’t keep their big mouths shut in front of Uomo.
History
Uomo was ‘born’ in an illegal research facility as a Sentoukijin 15 years ago. Uomo was created as a Legion-type Sentoukijin. While there are many terms and designations for the various kinds of Sentoukijin that would later collectively be called Type-0, the type Uomo was born in specialized in stealth and subterfuge, primarily the art of data gathering and sabotage. When Quint Nakajima lead a force to shut down the research facility, Uomo –who was only five at that time- was one of the Sentoukijin children rescued alongside Ginga and Subaru.
Uomo was taken in by one of the members of the assault team, to be raised as a normal human and perhaps be a potential recruit for the TSAB. What the bureau didn’t know was that the mage who had taken in Uomo was in fact a spy for the religious terrorist organization ‘the brotherhood of NOD.’ The undercover mage had taken notice of the boy’s potential and decided to present him to the brought him to the attention of their leader, a charismatic figurehead known as Skane. Skane too saw the potential, but in a different way then the undercover mage. He decided that the boy would be raised as a member of the brotherhood, but would be encouraged and eventually send to the TSAB academy. This way the boy could work his way into the TSAB structure and gain the full confidence of everyone until the time was ready for him to move into action.
The plan worked without flaw, the boy was raised with a nigh-unreachable loyalty to the brotherhood, and his skills as a Sentoukijin grew each day. While the brotherhood took great care to mask the abilities to counter his IS, and train him in the art of stealth combat, his personal growth was lacking. He received little to no emotional care from his ‘guardians’ so he sought out companions of his own. Keeping in contact with Ginga and Subaru provided him with support in life as a Sentoukijin.
In the TSAB, his role is that of a response team, dispatching in case of an emergency such as criminals being located. Uomo’s job in such cases is often front line, whether it is apprehending the criminals, saving a hostage or following the criminals.
During the Jail Scaglietti incident, Uomo was ordered to aid Jail in any way possible without compromising his identity. Jail and Skane had a similar interest, and the shock a successful demonstration would send through the administered worlds, as well as a sign that Sentoukijin technology was a viable course, would bring a chaos that Skane could well use.
Uomo aided Jail by smuggling Cinque into the facility, as well as disabling the guards and sabotaging back-up generators. Uomo felt extremely satisfied helping Cinque, as he had hardly worked together with other Sentoukijin before.
Device
• Revolver Blade: A non-intelligent armed device, the Revolver Blade is a sister-device to the Revolver Knuckle. Like the Revolver Knuckle it uses a revolver-type cartridge system, and is mounted on the arm, but unlike the Revolver Knuckle, which reinforces the fist, the revolver blade has a blade mounted at the top, stretching over the palm. The focus of the Revolver Blade is piercing damage, rather then the blunt damage of the Revolver Knuckle. It specializes in the destruction of Barriers and the like.
Barrier Jacket
Uomo’s Barrier jacket can be summed up into one word: Scoundrel. Long black pants, a white undershirt and a sleeveles black baggy vest covering it. While it does look somewhat unprofessional, it allows him to blend into a crowd without drawing any unwanted attention. Something most TSAB personnel, with their flashy clothing, cannot attest to.
Combat
Uomo specializes in infiltration; his IS allowing him to slip by security measures and recon or sabotage targets.
When in one-on-one combat, Uomo uses a combination of assassination and martial art techniques, preferring to sneak up the enemy and deliver a fatal blow before they can react, and countering their moves while using the gained momentum to his advantage if he can’t. His main signature in combat is speed, able to deliver a flurry of blows before the opposition has time to raise their guard.
Powers
• Inherent Skill ~ Smugglers Pride: Smugglers Pride renders Uomo invisible to most conventional and magical detection methods, including sight. It allows him to slip past security and retrieve valuable data, plant trackers, and sabotage or assassinate targets. Combat cancels stealth. The IS was named after the mage who became Uomo’s original, a smuggler who used illusion type magic to escape notice while doing his job.
• Revolver Shoot: A standard shooting spell, using Revolver Blade this spell sends a concentrated ‘arrow’ shockwave to the target. Its damage radius is smaller then when used with a Revolver Knuckle, but it’s penetration ability is greater.
• Issen Scichuu: ‘Death in a Flash’ an appropriate name, especially for Uomo. Consuming a cartridge, it charges Revolver Blade with magic, increasing the length of the blade and using a movement increase spell, Uomo dashes towards the target, piercing them before they realize what happened.
• Eisern Dolg: ‘Iron Dagger’ this spell forms several iron daggers which can be launched at the enemy. While these daggers are fast, they cannot be controlled.
• Segeln: ‘Glide’ Uomo’s speed enhancement spell.
• Panzerschild: Uomo’s Shield type defense spell.
• Panzerhindernis: Uomo’s Barrier type defense spell.
• Panzergeist: Uomo’s Field type defense spell.
• Betrogener Anblick: ‘Deceived Sight’ an illusion type spell that allows Uomo to change any of his physical appearances like hair or eye color. However, this spell is unable to change the shape of what it affects, and can be detected by most scans.
• Doppel Spiegelung: ‘Double Mirage’ an illusion type spell that creates several duplicates of what or whom the caster envisions. These duplicates are incorporeal, and will dispel on hit. It is also very taxing to keep this spell up for prolonged time, and does not allow the caster to do anything else but cast.
• Scheinwelt: ‘World of Mirage’ an illusion type spell that works like a combination of Betrogener Anblick and Doppel Spiegelung. It allows the caster to change the physical appearance or generate immaterial objects. This can be used to distract targets by making them see things that aren’t there, like altering a video screen to make it seem like it is asking for a password. However, no other motion can be taken while casting, and due to the double properties this spell is extremely taxing.
...eeeeeeeeeeeeeeeeeeeeeeeeeh?!
Don't get me wrong; I'm not surprised by the Trap; I'm surprised that Uomo looks like Fate... >.>
And the mention of Brotherhood of NOD... I've always used Imperial Belka Army, but we already have thiny-disguised GDI; this works just fine!
Everything else works fine, now to figure out how things end for StrikerS don't we?
Last surprise is how there was no mention of LEGION here... Gosh am I guessing another thing wrong...?
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Originally Posted by Keroko
But why would Skane want them here? I can understand Kane and the Scrin, as their technollogy is an invaluable source, but the Spawn don't have this. What makes Skane atracted to the Spawn?
This is mostly IRC spoilers, but I can say the Spawn have technology.
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Originally Posted by Keroko
I wouldn't mind seeing that for Subaru's Overdrive.
Just don't make her go Kamina. Subaru is Subaru.
Definitely. Only ting is, nice picture, no ideas. And the Plaguelands idea is being reconstructed... :s
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Originally Posted by Keroko
Why not make this a Batallion during the war? Lot less canon-confliction that way.
Okay, I was just paraphrasing there
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Originally Posted by Keroko
Somewhat. At least on Kyou's side. Nanoha isn't as meek as Ryou, but Keroko is fiercely protective of Nanoha.
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Originally Posted by Keroko
You know... this chapter made me realize just how evem more alike Keroko and Nanoha are at the moment. The only difference is that where Gravemind messes with Nanoha using words, Neltharion's essence messes with Keroko's raw emotions.
So alike. >_<
!
*scribbles more notes*
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Originally Posted by LimitedEternal
Kha, your "intervention" was line-spamming. :3
Especially since we had *massive static burst through which the words "Hayate" and "Signum" can be heard* going on at the time...
I must ask you, though...why do you insist in genderbending everyone?!?!?!?!?
*head asplodes*
I try to finish what I start.
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Originally Posted by Tormenk
ReBuild of Katrina? Nah..
~~~~~~
Spoiler for Katrina:
Basic Information
Name: Katrina
Nickname: Silver Siren, Crimson Herald
Gender: Female
Alignment: Neutral Evil
Home World: Mid-Childa
Birth date: March 14th
Age: unknown, physical appearance estimated to be around 17 years of age
Relatives: deceased
Eye color: red
Hair color: silver
Height: 169cm
Mage Information
Magic Type: Ancient Belkan
Magic Style: Ancient Belkan/ Mid-Childan mix
Magic Color: Silver/Bright Red
Mage Rank: estimations placed at AAA-S+
Element Affiliations: Fire and Ice
History/Background
Born into a noble family, Katrina was orphaned shortly after birth when her parents were caught up in the vicious fighting common back in that period. She succeeded her parents as an only child and was brought up by the family advisors.
From young Katrina was often uncomfortable around people and frequently turned away visitors when she was feeling unwell and spent much of her childhood in solitude, resulting in her being a quiet and reclusive child. Her sole joy was in studies of the magical arts, showing great aptitude for it. The young child, in rare displays of mischief, would trip or alter the appearance of her many tutors, often to their bemused misfortune. She would go on to find her interests struck by song and music in time.
Even at a tender age, Katrina had her exposure of affairs beyond her. Between her many studies and the history of the world, Katrina could not fully comprehend the workings of why people sought the political and warfare of their time, which only brought ceaseless conflict and turmoil, though evident the outcomes would be. Her own answers, inadequate for now, would have a deeper effect on her mindset in the future.
Katrina completed her primary magical education by age twelve, even being able to manage a degree of flight, though still far from the level of control shown by veterans on the battlefield. Among her many achievements and gifts, Katrina favored songs as well. Her fame as a songstress spread until she was called upon to act as one in the most unlikely and undesirable of places possible, out on the battlefields.
Katrina performed her duty splendidly though her performance was only a prelude to the beginning, marked by her collapse soon after. When inquired about the incident, she could only explain in bits and pieces what she experienced before her collapse. The surroundings had felt ‘heavy’ and she glimpsed flashes of memories. Terrible memories all in depiction, foreign yet chillingly real. The frequent occurrences over the coming years would weigh down heavily onto the young girl’s mentality, each black-out with increasing clarity and defilement in her mind.
The next few years saw Katrina among the places of other nobles, though none as young as her and already participating in political affairs. Those in doubts and underestimation of the young lady were quickly surprised by her sharp mind and sharper words, honed by tutors and advisors to prepare her for the treacherous realm she was stepping into. Swayed over by her charismatic charm and words, the support of the nobles cemented her previously dubious position of being the youngest noble ever in control of one of the Five Great Houses into one of great power and position.
Being in the place of such people did not sit well with Katrina though. She had heard and in some cases, saw the deeds they had done, which brought disgust and repulsion of no end to her. Considering it a necessary evil, she partook in working with them in the name of the empire to her fullest extent while in reality she had no wish of any of this other than to fulfill the duty she had to carry in her stead of her parents.
The maturing young girl’s joys remained in the practice of magic, and indulgence with song and music in her secluded mansion retreat deep within some of the most beautiful areas on the planet whenever the chance arose. Those were the few things that gave her much-needed moments of quiet tranquility among the ugliness of humans, the former becoming increasingly rare as she learned more of the latter.
Meanwhile, affairs were rapidly going out of control at the frontlines. Nations in conflict grew ever more impatient to either end the fighting or finish the conquest they sought. Desperate measures were implemented in the name of such immediate needs. Various kinds of experimentation on mages to enhance their powers, drugs and chemicals to boost the capabilities of soldiers, deployment of conventional, biological and magical weaponry that devastated everything on the battlefield, wasting both the land and the soldiers from both sides who died on it.
All took a sharp dive towards a downwards spiral when one side broke the sole and unwritten rule common in warfare: Lost Logias as weapons of war.
With that the gloves came off. Each and every battle that involved a Lost Logia brought a swift and overwhelming end and in turn added pressure to the escalating situation. Katrina was ordered to be part of a convoy to transport and guard the Eye of Fire, a highly dangerous and powerful artifact even amongst Lost Logia, to where a critical area was in danger of being overwhelmed by enemy forces.
The convoy was heavily guarded but enemy forces had gotten wind of the transport nonetheless and had moved to intercept the Lost Logia for themselves. The Eye of Fire was too considered too dangerous to be simply left alone, hence the desperate preemptive strike.
The assault proved to be a much bloodier affair than expected by both sides. Katrina, being the bearer of the Eye, was overwhelmed by the clash and in desperation, channeled all her strength into the Lost Logia in misplaced hopes to end the attack quickly.
The Logia proved too much for Katrina to control, as it soon went on to draw mana from her Linker Core even after being awakened. Going berserk soon after, all in the near vicinity was killed. The fires unleashed were of such strength that the very air on the battlefield turned to a raging inferno and both sides were decimated within minutes. The flames went unquenched, going on to consume the nearby regions as well, sparing nothing within its reach.
The horrific aftermath was explained as the Logia going berserk and destroying itself in the process, consuming regions on both sides of the border. The incident that gave both sides pause about the consequences of dabbling with ancient artifacts recklessly as weapons and even ceased combat for awhile came to be known as the Day of the Tears of Fire.
Amazingly and unknown to others, Katrina was the sole survivor in the incident. Albeit badly burned, Linker Core severely exhausted and near the verge of death. Her subsequent survival later could only be credited to one explanation: The Eye was not destroyed but had somehow fused with her body, enabling her to survive the cataclysmic turn of events.
Still, the after effects were yet to come. Barely alive, Katrina could not exert control over the Eye that was now within her, every so often setting something ablaze or even her body sometimes. Enduring excruciating pain, it took days for her complete recovery and several weeks of intensive meditation to develop the necessary restrain to safeguard herself.
Katrina knew that it would be better for her to remain dead and missing otherwise to face some very tough questions she would have to answer. Her status of a Lost Logia-infused mage would also be subjected to close scrutiny if she ever returned to her country, which certainly would include the scientists eager to study her as a freak experiment. Without much of a choice left, she hid herself at the edge of the empire, living in isolation.
One thing became increasingly apparent to Katrina as the days went by. The young woman had effectively stopped aging since the fateful day, another attribute that could only be explained by the fusion of the Lost Logia into her body. For good or for worse, Katrina was now free to explore and learn more magic skills than any other mage could in their lifetimes now that time was no longer a concern to her frame.
The fighting and unrest continued meanwhile. The use of Lost Logia as weapons reached its climax several decades after with the deployment of the Cradle of the Saint King by the Belkan Empire. The Cradle returned so badly damaged that it crashed shortly there after. With planetary wide fighting going on, few knew of the Cradle’s return save for the mages that happened to be fighting near its crash site. Katrina was in the nearby region making short work of deserter mages from the Empire when the Cradle fell in the distance.
The next century and a half bore witness to the darker histories of Mid-Childa as the entire planet subsequently descended into anarchy with the collapse of the Belkan Empire. Taking it as a great opportunity to test her limits, Katrina was involved in a fair amount of fighting and burned many fortresses to the ground, ironically many which were defended by her fellow Belkans. The fighting ravaged on until the founding of the TSAB some seventy five years later. Serving the need to stop the decades old fighting and bring the warring factions under a single authority, the period was marked as the Reunification Wars, during which Katrina partook in some of the most intense battles to have ever been fought on Mid-Childan soil. Eventually the fighting died down and the period of rebuilding the devastated planet begun as well as ushering in the establishment of the TSAB control over Mid-Childa.
With the end of the fighting, Mid-Childa no longer held interest for Katrina and she left the planet, though she came back and left several times after her first departure, for reasons unknown.
Returning from her latest trip, a certain discovery came to her attention. A recent archeological dig yielded some pretty interesting artifacts, of which among the Jewel Seeds initially unearthed by the Scrya clan, an old magical tome was also discovered on the same excavation site, with the ancient text on the book claiming it to be the Grimoire of Fire.
Spoiler for Personality:
Katrina before the fateful incident was a simple girl troubled by her circumstances. A young noble who had to handle the difficulties of her position as well as being tormented by unknown visions from time to time. Though she held much respect and authority, Katrina in reality had no wish to even bother over such matters, let alone be in charge of it all. A simple girl who was just curious and eager to delve into the magical arts as much as possible, as well as enjoy the pleasures life could offer in its limits. Or so she thought.
The Day of Tears of Fire changed all that, and affected in many ways simply than at the surface level and would continue to do so long after it ended. Ironically, her former wish was granted in a twisted way though clearly at the cost of changing her very existence as well as being subjected to a unknown frustration born from that day and the hazards of a enormous power she barely had any knowledge of, let alone controlling it.
Before the incident, her visions was hazy and wild at best though long after she found the visions to be as vivid as recalling her own memories. Acceptance slowly set in until she was no longer afraid of the visions, partially because of the degree of control she had now.
Over the long decades, Katrina changed, as decreed by change itself, by the events set forth around her. Being involved and seeing the repetition of mistakes by those around her confused her. Confusion changed into frustration and later, again into acceptance. Such an impact was clearly reflected in her slowly changing cynical and aggressive manner over time.
As of now, Katrina has grown into a person of many faces but it’s clear at least that she is very much a being of desire and impulses with a unique perception of the world in general. Supremely confident in manner, Katrina has no doubt of her self. Ruthless and focused, Katrina often seeks to obtain what she wants through a number of possible methods rather than the most obvious solution, as she is fond of the planning and manipulation involved. Though she will try things in a roundabout manner, her straightforward manner shows up in demanding what she wants, case in point wrangling information from a certain scientist harboring the greatest of ambitions.
Katrina can switch her demeanor between aggressive and excited to one of complete genteel and calm and back in the next second so reading her is certainly harder than anything else. Her behavior is certainly schizophrenic at times but a sharp and analytical mind is always in control behind whatever façade she may be putting on. Likewise it’s hard to guess when she truly means what she says or when she is simply playing, exploiting the use of words and gestures to their fullest extend, as part of her mind games.
Her manners in disguise often portray her as a polite person, though not always to the point and slightly ditzy as well. Her impulsive side surfaces frequently here with boredom though she has never given the game away. Katrina can blend in so well with her conduct that her vicious and malicious side is something most would never even imagine of her.
On the other hand, Katrina’s dark personality shows through even more brilliantly. A bona fide sadist developed from her long periods of solitude and even longer periods spent on the bloody battlefields of her time. Be it in questioning or fighting, she prefers to give the worst option to her opponents, leaving them with hell or a worst kind of hell one way or another. Ironically, she has the best control of her impulses in this form and her actions are as daring and bold as she is confident. Tempered by her mentality, the slightest hints of impatience only show from time to time though she is never one to worry or be upset even if the situation is unfavorable.
Unpredictable and a wild card in any situation, Katrina remains a formidable force in any encounter. Her most recent and prominent partner is none other than the Orphan of Al Hazard, Jail Scaglietti.
Spoiler for Abilities:
The Eye of Fire, despite being an instrument of destruction, is still undoubtedly responsible for most of the abilities Katrina is capable of. 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 strain 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. Even now, few mages can match her in that aspect.
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 handicap somewhat, owing to her vast accumulated battlefield experience and much higher control abilities she possesses, including certain tricks to even the odds in combat. In addition, she has picked up as many aspects of Belkan and Mid-Childian magic possible, to even the scales with versatility in her favor.
Regeneration
Foremost is Katrina increased regeneration abilities and to a higher 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.
Dual Element
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.
Most prominently, Katrina’s fire spells has some vicious attributes. It is very resilient and sticks to anything that it comes into contact with, 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. Sudden switching of elemental spells often caused a temporal degrade in strength of the spell, resulting in unstable and fluctuating effects.
Dark Sight
Katrina’s Rare Skill. 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 switch, so to speak in regulating the usage of her unique skill.
Going in-depth to her Rare Skill, 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 have their limitations. Katrina can choose to focus on an individual or a group of people within an area, as long as they are within ten 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 five 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 threat of possible insanity if she attempts to take on too many people at one time is still very real.
Devourer
With the initial fusion of the Eye consuming a large portion of her mana and draining her faster than her Core could recharge, Katrina chanced upon, and 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 frequent 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.
Spoiler for Skills:
Born with a bit more talent than the average magically inclined individual, Katrina found her strength among the transformation branch in the tree of magic learning, being a natural born illusionist. She has a particular ability related to that, but only the closest people in her childhood know of that, and one other person. Unfortunately they have all died since then.
The Eye’s influence makes it mark by the change in Katrina’s magic color. Primarily silver in color, it turns bright red when she invokes upon the Eye of Fire’s destructive abilities, often indicating her bloodlust as well.
As for magical arts, Katrina has perfected her usage of spells over time. In addition to possessing very high control, the strains involved are minimized and output maximized, not that either end was high to begin with. Over time, Katrina picked up the Belkan-style summoning skills and later on the Mid-system of magic as well. Her skills in summoning are limited in that Katrina is only able to summon ice elementals under the branch of calling forth creatures.
Katrina is an expert spell-caster first and proficient fighter second, owing purely to the lifetimes of study and experience in both that she has spent on. However, this does poorly in explaining how she manages to match, even surpassing device wielders in casting speed sometimes.
Spoiler for Style:
Katrina is sufficiently proficient in weapons skills, having used various kinds of armed devices before, though purely for physical strikes and parries, sadly lacking the punch of knights who can utilize the cartridge system. Over time, Katrina picked up and perfected her sword skills, favoring the rapier over others. Katrina also employs its partner weapon, the dagger, as an inefficient exploding projectile when charged with her mana.
Katrina can match blades with a Belkan knight or stand off at range exchanging projectiles with a Mid-styled mage but she doesn’t excel at either very well, in both cases handicapped by her lack of a device. As such she is forced to engage at range combat most of the time, something she was at a disadvantage until she used the Mid-system to supplement her style.
Still, Katrina’s main approach in combat is to hit hard and fast at close range before affording the opposition any chance to hit back. Preferring to evade rather than stand her ground when faced with incoming fire, Katrina often keeps the use of her illusion spells as surprise tactics when moving in for the kill.
Barrier Jacket
Siren 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 close range fighting.
True Herald Form:
Classified Information at this time.
Spoiler for spell list:
Katrina’s spell list can be broadly classified under 3 general classes: offensive, defensive and support which includes illusions, binds and summoning.
Spoiler for Defensive:
Defensive
Panzergeist
A protective field spell that surrounds the caster.
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+
Panzerbereich
Defensive barrier spell that covers a broader area but in turn is more easily broken down.
Strength: AAA
Defence Break
A useful spell for distractions, it detonates any defensive spell in a cloud of smoke.
Power: B
Panzerfestung
An exceptionally strong defensive spell in the form of a sphere. Six meter radius in any direction.
Strength: SS
Spoiler for Support:
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.
Shroud of Shadows
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.
Proficiency: S
Duration: can be maintained until broken or released, maxed timing at fifteen minutes
Area: Up to three meter radius in all directions, can be extended at a slightly higher strain
Doppelganger
Creates an exact copy of Katrina with the secondary effect of becoming invisible at the same time. It can act as a remote puppet if need be.
Proficiency: AAA
Duration: can be maintained until dispelled or destroyed. Max duration at three minutes.
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.
Proficiency: S
Duration: until it is dispelled by caster or cancelled to external means. Max timer at thirty minutes.
Darkness Falls
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.
Proficiency: AAA
Strength: AAA
Duration: one hundred twenty minutes
Spoiler for Binds:
Binds:
Restrict Bind
The binds react to magical output from its target, constricting in accordance to the amount of output. Up to twelve binds per target and four targets at one time.
Chain Bind
Katrina’s version has chain like binds materializing and binding the limbs as well as neck. 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 neck 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.
Spoiler for Summoning:
Summoning
Bind Summoning
Exactly the 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: D
Range: S
Proficiency: AAA+
Ice Elemental
Fast and strong AA ranked elemental summon that is serpentine in appearance and movement. Up to 4 can be summoned at one time.
Power: AA
Speed: A
Endurance: C
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
Imperial Avalanche
Summons a furious wave of medium-sized icicles upon a stationary position up to sixty seconds. Each icicle being C~B in power.
Power: A~AA
Speed: C
Range: B~AAA
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: AA
Speed: B+
Range: AA~SS
Wild Fire
The area covered by the summoning circle is set ablaze and spreads rapidly Suitable for stationary or bound targets only.
Power: AA
Speed: A+
Range: AA-SS
Spoiler for Utility:
Movement
Flash Step
Short range teleportation spell especially useful in melee combat.
Proficiency: AA
Range: one~ six meters
Shadow Stride
A mix between illusion and movement magic. Greatly increases movement speed while leaving behind illusionary copies of the caster when moving.
Proficiency: S
Duration: thirty seconds
Booster
Boosts the reflexes of the caster, slightly increasing reaction time and movement speed. Not a spell rather a physical enhancement.
Proficiency: AA
Duration: sixty~ three hundred seconds
Utility
Breaker
Dispels any detrimental effect on the caster, such as binds.
Proficiency: S
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 twelve objects or two hundred kilograms 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 an 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.
Proficiency: SS
Duration: sixty seconds at maximum
Offensive
Categorized as Non-elemental, Fire and Ice.
Spoiler for Non-elemental:
Non-elemental:
Black Impact
Imbue physical strikes with greater force. Weapons will explode shortly.
Power: AAA
Range: Melee
Dagger Thrust
Usage of Control with multiple daggers up to its limit. Collectively calculated in power.
Power: AA
Speed: A
Range: B
Control: AA+
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
Shield Breaker
Combination of Black Impact, Dagger Thrust and Control into one. Uses its great power to destroy shields up to AAA in strength easily 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-
Twilight Assault
Battery assault spell that creates a multitude of arrowhead projectiles to bombard a location.
Power: AA
Range: AA
Speed: A
Spoiler for Ice:
Ice:
Has the primary effect of freezing or slowing targets within their impact area.
Icy Dagger
Katrina’s version of Bloody Dagger. Retain the properties of tracking and speed though power is reduced. Up to eight daggers in a ring, maximum of three rings per cast.
Power: A
Speed: AAA+
Range: up to one hundred meters from the caster though it can be cast around its target like its original.
Control: AA
Hail Storm
Releases a wave of ice in a single direction. Alternatively forms a giant icicle.
Power: AA
Speed: B+
Range: up to three meters
Ice Lancer
A long and thin icicle that is used as a throwing weapon with the help of acceleration magic. Powerful enough to punch a hole through weaker metals.
Power: AAA
Speed: S
Freezing Hold
Freezes a small area at close range or upon contact.
Power: C
Speed: A
Range: Melee~ one meter
Control: A+
Spoiler for Fire:
Fire:
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
AoE: S
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~AA+
Speed: A
Range: B~A
Accuracy: C~B
Control: B
Fireball
Gathers up mana to create a ball of flames. Can be shot as a mid-power projectile or retained as an enhancement, in both cases the primary use is to spread more fire around.
Power: A
Speed: B
Range: B+
Red Rope
A controlled wave of fire that can be used to take down multiple targets under active control.
Attack: AA
Speed: S
Control: S+
Range: AA+
Flame Blaze
An 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
Speed: C
Range: AA+
Control: AAA
Firestorm Barrage
Channeling the ambient flames at single direction akin to a fire-charged buster spell, this is a dangerous spell to defend against.
Power: AAA
Speed: A
Range: AA
Control: S
Backstory explaining Katrina's link to Jail, as well as Quint and the Alphinos.
Spoiler:
snip
---
A placeholder for the revised version of the original profile. I got tired of referring to three separate posts for one profile and decided to make changes to the old one while I was at it.
A list of the changes.
- comestic changes to history
- reorganization of each section.
- rank fixed at S+
- Edited spells and added in some new ones.
- junking of conflicting spells such as AMF
Awesome gimongous Bluecheesium post! Love it.
And I think I didn't say this before, but R2 recently undid my seal...
CC!!!
Quote:
Originally Posted by Comartemis
'Course it isn't KH...
<.<
>.>
...it's Reservoir Chronicle Tsubasa!
*Runs*
*...then adds Yuuko to "characters in need of porting" list*
*Creator-san and Saint X grin evilly.*
Yuuko: (whispering to Mokona) They're at it again... -_- Mokona: (Whispering back) They're worse than Moro and Maro... -_-
Returning from my weekend hiatus and I found some interesting posts. I was really, TERRIBLY, shocked to see Uomo because honestly (and to tell you the truth) I never saw or noticed her.. I mean, his arrival in Outer Cadia. Awesome trap is really awesome, though why Fate's face?
As expected from Lowe, Belkarangers have rather intriguing backstory to start with.
And... did I smell Kyou/Ryou-esque hot yuri twincest action intimate sisterly love?
I'm thinking I might have to turn Rico into a ranged specialist with merely passable melee skills; I've got a ton of cool ideas for Nova's shooting spells, but the control required for some of these spells would demand a ranged specialist and a unison device; for instance, Rico's answer to Starlight Breaker is a mass-fire shooting spell, a Macross Magic Missile Massacre. Picture Reinforce's Photon Lancer Genocide Shift coupled with homing capabilities provided by the "lock-on" spell I used with Rena. Thoughts?
With the number of projectiles and homing aspects of the spell you put out, no.
Reinforce is the Unison Device and h4xx limit in canon. Equating or relating any sort of power or combat abilities to her capability is a bad idea straight away. Execution Shift with Accel shooter's control might be slightly better off.
Quote:
Originally Posted by Comartemis
The difference being that you can't deflect bullets with muskets and bows. Melee devices vs ranged attacks? That's another story entirely.
And no sane person with the ability to evade is going to stand there and get shot at. Especially in the nanoverse.
---
Well glad that Katrina was received favorably but I'll hang her out to dry longer while I'm away for the next few days. Currently I'm looking at profile-fic look into her past and/or a future work with the introduction of her and the Prize. Characters figuring prominently to show up right now are the Aces, minus Hayate. I have no idea creating a role for her or the Wolkies to play and feel it's better her excluding her altogether rather than semi-shafting her later on. I have the general idea planned out but realized there are lots to consider in crafting a consistent and good story, courtesy of reading with Alpha lately.
One last question before I go for planning purposes: anyone has suggestions of the Aces development in the TSAB after 2-4 years from end of StrikerS?
__________________
"Are you afraid of change? Or are you afraid to change?"
The C-kid's worthless maneuver that even Zafira could block? Why don't you castrate the guy while you're at it?
Recheck your spells. Photon Lancer: Execution Shift was one of AAA-ranked Fate's spells.
Quote:
Nanoha temporarily puts aside her role as a flight instructor (at least partially) to raise Vivio. Fate? Who knows.
In Kerokanon/Alpha Canon, Fate's been running around saving the world. Nanoha was an instructor on Mid-Childa until an assignment to Ariadne in MC 077.
Shit hit the fan soon after.
__________________
One must forgive one's enemies, but not before they are hanged.Heinrich Heine.
Recheck your spells. Photon Lancer: Execution Shift was one of AAA-ranked Fate's spells.
....oh. My bad, I'm thinking of Stinger Blade: Execution Shift. Yeah, that's much more reasonable. I maintain the homing spells, however, on the grounds that spells/programs should be able to be programmed to follow one or more predesignated targets. Heck, they should be able to follow some basic roboteching programming at the same time.
__________________
Kill the Darkfic.
Burn the Angst.
Purge the Bad End.
...God not another argument on how these things home -_-
Also, I would like to note that Stinger Blade: Execution Shift was casted by Chrono, who was a AAA+ mage. Zafira's around AAA as well, ya know - and it appears that he's intended to be strong on defence.
__________________
One must forgive one's enemies, but not before they are hanged.Heinrich Heine.
Also, I would like to note that Stinger Blade: Execution Shift was casted by Chrono, who was a AAA+ mage. Zafira's around AAA as well, ya know - and it appears that he's intended to be strong on defence.
By that reasoning, Arf, who was paired against Zafira and fought him on what seemed like equal ground, is also AAA-ranked. Excuse me for being a bit skeptical. And Chrono does not impress me at all, no matter what season he's in.
__________________
Kill the Darkfic.
Burn the Angst.
Purge the Bad End.
By that reasoning, Arf, who was paired against Zafira and fought him on what seemed like equal ground, is also AAA-ranked. Excuse me for being a bit skeptical. And Chrono does not impress me at all, no matter what season he's in.
That sounds logical. Fate is a AAA or S ranked mage in the first and second seasons.
Zafiria is a the "Shielding Beast" so its no wonder his speciality is in defensive magic - hence why even Chrono with his excellent mana control couldn't do much to him. And keep in mind Chrono is the only person known in canon to perfectly execute Frozen Coffin.
Nice another Trap... but why the heck does he looks so female and looks so much Fate?
Quote:
Originally Posted by Comartemis
I'm not well-known for my self restraint, so I have an excuse.
...well shit, I guess that means I need to insert a few generations between Hikaru and Rico then, don't I? In that case the age-prolonging thing (which I thought was realistic enough, this is magic we're talking about...) becomes superfluous.
Good point, but as a Belkan weapon who's already done a bit of traveling in her history, Nova should have a few sets of coordinates stashed away in her memory anyways. I just need to adjust Rico's motivations for his training a bit.
*EDIT*
Nice work on Uomo, by the way.
There is a small problem.... Dimensional transfer spells are not usually part of the Belka user's spell list.
Spoiler for Dimensional Transfer:
Dimensional Transfer
Transfer magic used to teleport to another dimension. Not a typical Belkan spell, it appears to have been specially implemented by the Guardian Knight System.
Don't forget this is a magical girl show. In Nanoverse, the guys < girls all the time. Besides, the focus is on nanoha and fate, so it's no wonder Chrono doesn't really seem that badass or gets time to shine.
__________________
One must forgive one's enemies, but not before they are hanged.Heinrich Heine.
There is a small problem.... Dimensional transfer spells are not usually part of the Belka user's spell list.
Not typically. Ergo, there may be less-than-typical circumstances that would require a unison device to figure out a teleportation spell, perhaps even inventing it herself.
As a matter of fact, I think I've just figured out what took so long for Nova to show up on Arcadia. Thanks for the tip, tshouryuu.
__________________
Kill the Darkfic.
Burn the Angst.
Purge the Bad End.
Not typically. Ergo, there may be less-than-typical circumstances that would require a unison device to figure out a teleportation spell, perhaps even inventing it herself.
As a matter of fact, I think I've just figured out what took so long for Nova to show up on Arcadia. Thanks for the tip, tshouryuu.
That's what's great about being a hybrid mage; you don't have to outdo someone else's strength, just target their weakness. Tear snipers apart in melee, and blast tanks from a distance. That's how Rico goes from AA+ to S+ with his unison; he knows enough about fighting to target his enemy's weaknesses, making him as great a threat as someone with a good deal more power than he has.
The problem is this. The enemy also knows his weakness. Thus, he can also choose to DENY you the advantage, thus forcing you to fight his strength with your uh, non-strength.
Quote:
I'm thinking I might have to turn Rico into a ranged specialist with merely passable melee skills; I've got a ton of cool ideas for Nova's shooting spells, but the control required for some of these spells would demand a ranged specialist and a unison device; for instance, Rico's answer to Starlight Breaker is a mass-fire shooting spell, a Macross Magic Missile Massacre. Picture Reinforce's Photon Lancer Genocide Shift coupled with homing capabilities provided by the "lock-on" spell I used with Rena. Thoughts?
Oh, great. So now, you just assume the extra complexity of adding homing heads to >100 rounds is zero? The "magic missile massacre" had better take two minutes or so to charge while you painstakingly program in guidance heads.
Quote:
The difference being that you can't deflect bullets with muskets and bows. Melee devices vs ranged attacks? That's another story entirely.
It makes it better but you still lose. The guy with range tends to have the initiative. Given similar overall abilities, he can keep distance and attrit you to nothing.
Quote:
Originally Posted by Wild Goose
Recheck your spells. Photon Lancer: Execution Shift was one of AAA-ranked Fate's spells.
That's Photon Lancer: Phalanx Shift. Execution Shift is for Stinger Blades.
Quote:
Originally Posted by Comartemis
....oh. My bad, I'm thinking of Stinger Blade: Execution Shift. Yeah, that's much more reasonable. I maintain the homing spells, however, on the grounds that spells/programs should be able to be programmed to follow one or more predesignated targets. Heck, they should be able to follow some basic roboteching programming at the same time.
Yes, certainly. But you'll need many extra lines to do so. and you'll need to input them for each round if you want independent homing.
Oh, and to fair to Chrono, he does beat Fate most of the time in exercises according to the manga. Of course, the fight in the manga also implies that period is coming to an end.