Let's Jump to It! [Jumpchain Quest]

How powerful is a bombardment attack in the grand scheme of things?
A shot attack is something like an orb of energy; it's designed as a quick attack.

A bombardment attack is something like a beam of energy; designed to attack a fixed or slow-moving target & break through it's defenses.
 
[X] Phantom Blaze
[X] They look like they're here for us; take them out ASAP.

A shot attack is something like an orb of energy; it's designed as a quick attack.

A bombardment attack is something like a beam of energy; designed to attack a fixed or slow-moving target & break through it's defenses.
A Shooter attack looks like:
A fist sized orb of energy, usually fired in salvos, but due to the simplicity of the spell, it can be very fast, and you often see homing, or high velocity variations.

A Buster/Bombardment attack looks like:
A man high beam of energy that usually takes a couple of seconds to charge up(making it difficult to use in the Nanohaverse high mobility aerial combat unless you trap your target in the firing line)
 
[X] Phantom Light
[X] They look like they're here for us; take them out ASAP.
 
So to summarize Nanohaverse combat magic 101:
-Barrier Jacket - The Transformation and primary passive defense. Its basically a spacesuit + power armor in frilly form. Its theoretically capable of unassisted orbital insertion(which is a lot less impressive than it sounds, because a human body just isn't dense enough to need to deal with reentry air friction burn, just the cold and atmosphere). Elaborated in more detail upthread

-Flight spell - What it says on the tin. Only A-rank and above Linker Cores can manage long duration powered flight of any speed, but B-rank and below can do stuff like platforming, double jumps, etc to address it on a tactical level. Your maximum flight speed and maneuverability is determined mostly by your barrier jacket, as the barrier fields cause drag.

-Instant movement spell - Relatively uncommon, its basically just accelerated linear movement. Good for getting a backstab or evasion, but unless you're a dedicated speed specialist you aren't going to be flashmoving everywhere. Note that the acceleration also means if you slam into something you're going to be taking/and inflicting damage as appropriate for the speed you're temporarily going at, and that your senses are not accelerated. Running at instant movement for more than a brief moment is a good way to go splat.

-Shield spell - The primary active defense, its short duration, but gives you good defense against one direction for an instant, its the primary defense against Buster attacks(which has a charge time that is JUST long enough to raise shields). A lot of mages have their devices put this on autocast so they still mitigate against stuff they try to dodge but failed to. Variations on the shield spell include omni-directional and wide area shields, but they are more difficult to sustain. Shield spells power up fairly quickly, but if you are hit before you brace yourself properly they won't be at full effectiveness. You can also stack multiple shields, but usually if you have that much time you should get out of the way unless you got a squishy behind you.

-Shooter spell - Basically a CIWS option. Rapid fire basic attacks which deal relatively low damage per shot and fly at about as fast as an aerial sprint, but tend to be fired in salvos(B rankers usually fire singletons, A rankers fire quartets, AAA use octets, and the one SSS rank threat fired some sixty odd shots with about as much effort as others fire four). Shooters are unlikely to take down someone significant even on a direct hit, but chip damage adds up. Shooters have very high customizability because they're simple spells, and most mages put some spin on theirs:
--Nanoha: Divine/Axel Shooter - Homing attacks with guided option. You can't tell which mode they are on until they start ignoring shortest path. Oh and as they are guided missiles they also double as cameras
--Fate: Plasma Lancer - Thrusters on the shots, they can accelerate and go from 'slightly faster than a sprint' to thrice as fast, or use the thrusters to change direction mid flight.
--Vita: [I can't spell this] - Physical projectiles that won't dispel immediately on hitting a shield but will keep going for a few seconds unless destroyed.
--Teana: Variable Shoot - As a shooter type specialist she has everything from a SABOT round(bullet encased in a penetrator to get through defense fields) to homing options.

-Buster spell - The primary cannon. As mentioned previously, they take like a second to charge the beam, but unlike Shooters the beam propagates instantly, if you don't manage to get out of the firing path while they charge you aren't going to dodge it. They hit hard, unless theres a significant power disparity even blocking with a shield won't completely negate it. The beam can go out to a mile, though Nanoha demonstrates that you can use it as artillery if you ramped it high enough.

-Bind spell - Seeing as Shooters hit for piddly damage and Busters are too hard to hit with...you have the Bind spell. A physical forcefield used to anchor a target to a point in space. Its actually pretty hard to slap onto a target, either they are standing still for a moment as you drop the bind around them, or you lay the bind as a 'mine' where they trigger it when they fly into the bind's space(or Nanoha's favorite, put a bind on top of her shield spell so when you hit her in melee you're bound), while most binds aren't all that durable, the target can usually break out in a few seconds of struggling. But thats long enough to charge a Buster, or if you manage to slap down enough bind spells, a Breaker spell.

-Breaker spell - Anti-fortification spells. Very long charge time, usually some 5-10 seconds of standing still charging depending on the spell. Dodging is not necessarily an option because of the blast radius. But if they hit:
 
Voting is now Closed.

  1. [X] They look like they're here for us; take them out ASAP.
    Number of voters: 6
    Ducats, Terran Imperium, Proton_Mudkip, Michael Lewis, codeRR, veekie
  2. [X] Phantom Light
    Number of voters: 3
    Proton_Mudkip, Michael Lewis, codeRR
  3. [X] "Phantasmal Festival"
    Number of voters: 2
    Ducats, Terran Imperium
  4. [X] Phantom Blaze
    Number of voters: 1
    veekie

The Winners Are:
[X] They look like they're here for us; take them out ASAP.
[X] Phantom Light

If you guys are unhappy with the names, they can always be changed later.

Not that you won't create upgrades to these spells, anyway. ;)
 
Lyrical Nanoha 5
Lyrical Nanoha 5:

You didn't get to be the age you are by taking needless risks; you're not letting those things get close enough to attack.

'We should take those things out before they become a problem.' You send to Eliza.

[pre-emptive attack: 25(roll) + 15(Wits/Dex) + 15 (Belkan magic) + 5 (Arcane) +30 (Eliza's assistance) = 90; Req: 60/80/100/120/140; Lvl-2 Success.]

She wastes no time acquiring firing solutions. 'Of course, master.'

Taking quick aim, you begin firing off Phantom Light attacks at oncoming tortoise-cannons.

[observation: 69(roll) + 15(Perception) + 10 (Situational Awareness) +30 (Eliza's assistance) = 124; Req: 60/80/100/120/140; Lvl-4 Success.]

The first attack proves surprisingly ineffective, only doing minor damage to the beast. By the second, you've noticed the cause; the space between the 'scales' on it's back seem to be pulling the magic apart as it hits and drawing it away.

The worrrying part is that it appears to be channeling the mana to the cannon-thing on it's back.

'Master!'

Thankfully, you've notice this in time, and manage to dodge the beam of purple and a sickly yellow-green magic that it fires at your former position.

[Tactics: 61(roll) + 15(Intelligence) + 10 (Tactics) + 30 (Eliza assistance) = 116 60/80/100/120/140; Lvl-3 Success.]

These... anti-air monsters seem to be specifically designed to counter Mid-childan aerial mages. You idly wonder if this is why you haven't seen more air-support from the TSAB.

'Is whatever's causing this adapting to tactics?'

'Uncertain, but it seems likely.'

You dodge out of the way as more blasts (these ones just the unpleasant chartreuse in color) are fired at you.

'This isn't working, we need to step things up.'

'By your command, Master. Awaiting your orders.'

New Plan:
[] Your attacks are still damaging them, so it looks like there's a limit to how much they can absorb. Let's load some cartridges and overpower these things!
[] If they're designed to fight flying enemies, then maybe you should land. The Bureau forces should have cleared most of the ground forces, right?
[] It's dangerous, but you need to take out the hive before things get worse. Maybe a Buster-attack at the hive.
[] (Write-in)

Note: You can add sub-votes to any of these options for any stunts you'd like to try. Clever/awesome stunts will get you a bonus to the attempt.
Note 2: If you guys attempt to design a new spell on the fly that's anything more complex than a basic buster, it'll take time while Vivian and Eliza go over the calculations (I'll roll for it, of course). Something to keep in mind for any sub-votes/write-ins.

---

GM's notes: I was kinda hoping to make this one longer, but Vivian is just too smart for me. :p

Anyway: voting will close .
 
[X] Your attacks are still damaging them, so it looks like there's a limit to how much they can absorb. Let's load some cartridges and overpower these things!
-[X] It's dangerous, but you need to take out the hive before things get worse. Maybe a Buster-attack at the hive.


No reason to delay it further. As soon as we take down those things, we move on to the hive and finish it off.
 
[X] Your attacks are still damaging them, so it looks like there's a limit to how much they can absorb. Let's load some cartridges and overpower these things!
-[X] It's dangerous, but you need to take out the hive before things get worse. Maybe a Buster-attack at the hive.
 
[X] It's dangerous, but you need to take out the hive before things get worse. Maybe a Buster-attack at the hive.

Shouldn't we first focus on the hive since it seems like the turtles are tank/counter atack types? And what's up with the subvote? Is it to go all out on the hive or on the tanks?
 
Shouldn't we first focus on the hive since it seems like the turtles are tank/counter atack types? And what's up with the subvote? Is it to go all out on the hive or on the tanks?
Its to take out the enemies that were sent after us. It'll be pretty problematic to try and destroy the hive when there are flying monsters trying to kill you.
So what the votes mean is to take them out first and then go all-out on the hive.
 
[X] Your attacks are still damaging them, so it looks like there's a limit to how much they can absorb. Let's load some cartridges and overpower these things!
-[X] It's dangerous, but you need to take out the hive before things get worse. Maybe a Buster-attack at the hive.
 
[X] Your attacks are still damaging them, so it looks like there's a limit to how much they can absorb. Let's load some cartridges and overpower these things!
-[X] It's dangerous, but you need to take out the hive before things get worse. Maybe a Buster-attack at the hive.

Well, this may not work as well but hell might as well for the anti fortification spell!

It might be a bit early to talk about but for a name why not...Apparition Break? As we have a kinda "Phantom" theme so far?
 
Last edited:
I still want a big attack called Deus Ex Machina. Calling something that's a miniboss deleter "god from the machine" seems immensely amusing.
 
[X] Your attacks are still damaging them, so it looks like there's a limit to how much they can absorb. Let's load some cartridges and overpower these things!
-[X] It's dangerous, but you need to take out the hive before things get worse. Maybe a Buster-attack at the hive.
 
Voting is now closed.

  1. [X] Your attacks are still damaging them, so it looks like there's a limit to how much they can absorb. Let's load some cartridges and overpower these things!
    -[X] It's dangerous, but you need to take out the hive before things get worse. Maybe a Buster-attack at the hive.

    Number of voters: 5
    Terran Imperium, Astra Myst, Michael Lewis, codeRR, veekie
  2. [X] It's dangerous, but you need to take out the hive before things get worse. Maybe a Buster-attack at the hive.
    Number of voters: 1
    Hellarion

You guys have chosen to use the (brute) force. :D

Cannon Nanoha would be so proud.
 
Why does this make me think that Nanoha is not cannon here. o_O
Well, that will all depend on you, won't it.

The jump starts at the beginning of the series, so if you were to head over to Earth you could theoretically change all sorts of things. :D

Edit: also, the drawbacks you guys have chosen will cause butterflies.
 
Lyrical Nanoha 6
Lyrical Nanoha 6:

You swear inwardly as you make and discard plans while dodging enemy fire. The hive is the main problem; as long as it's around the enemies won't stop coming.

You sigh mentally. 'Well, I guess it can't be helped. Eliza; Cardridge Load.'

'Yes Mistress.' Almost on auto-pilot, you chamber a round in your rifle-device. The noise it makes somehow resonates through you. "Cartridge Load!"
[luck roll: 57]
[Combat: 63(roll) + 15(Wits/Dex) + 15 (Belkan magic) + 5 (Arcane) +30 (Eliza's assistance) +30 (cartridge use) + 5 (???) = 163; Req: 80/100/120/140/160; Lvl-5 Success.]

Time almost seems to slow as you feel the extra magic rush through you; a fresh load of adrenaline surges through your body.

Even as your mind quickly grinds through the calculations for your next attack, you can't help but not that you feel invincible; like you could fight off a whole army.

... Which is good considering what you're trying to do.

Dodging the next volly of attacks, you take aim once more. "Phantom Light."

The difference is like night and day. Whereas before, your attacks barely phased the tortilian monstrosities, Your latest spears through your target.

Thankfully, you don't stop to gloat; dodging out of the way of another volley of beams. "Phantom Light." Duck and weave. "Phantom Light." Drop, then boost. "Phantom. Light."

It was almost like a dance.

A more lethal one than you'd like, but there was a certain elegance to the rhythm of the combat.

Still, you make short work of your foes, and twenty seconds after starting the area around is cleared of enemies.

"Alright, I think you've overstayed your welcome." You can't help but taunt as you point your rifle at the hive. 'Eliza; let's get rid of this thing.'

'With pleasure, Master.' Is her reply, as she begins feeding a new equation to you.

As you begin the charging process, the energy chamber of the gun begins humming; starting off low, and building to a higher pitch as more mana is compressed into it..

Three Belkan triangles appear in front of the weapon's as the muzzle begins to glow.

It feels like the whole world is holding it's breath in anticipation.

'Awaiting your command.'

Call out your attack:
[] Write-In

---

GM's Note: Don't you just love cliffhangers? :grin:

Voting will close
 
Last edited:
[X] Collapsing Star

A slightly longer but cool attack name. It's no problem if it's slightly longer by one word since we need a bit of time to charge it up anyway.
 
Last edited:
Back
Top