[MGLN] Enforcer Quest : What the future hold

You entered the office. The piece was well lit, and in good order, except for the large amount of paperwork that the man behind the desk was filling. He looked up at you as he noticed your entrance.

"Captain." You saluted.
"At ease." he said.
"Congratulation for your promotion." Chrono Harlaown had been your direct superior since you joined the enforcer corps, and you had learned a lot under his guidance. He was an extremely talented agent, and you couldn't say you were surprised when you learned of his promotion. Of course, it also meant that you would be unlikely to work under him anymore : as a powerful and high ranked member of the navy, the little enforcer work he would still do (apart from directing his subordinates) would be largely above your capabilities. Not that such opportunities were frequent to begin with.
"Don't mention it to me." He said with a tired sigh. "It more than tripled the amount of paperwork I have to deal with. Anyway, I have an assignment for you. It shall be your first solo job." You tensed. This was the moment you both eagerly awaited and dreaded. But you would be strong.
"What this is about?" You enquired.
"I will sent you all the details to your devices, but... to summarize, unadministrated world 219, Douhalenn, has asked us for our help." It was surprising, and a little worrying. Usually, the Bureau didn't intervene with internal problems. Administrated or aligned worlds would receive help in the case they requested it, of course, and some support could be provided for unadminstrated world in friendly terms with the TSAB, but sending an enforcer meant that the situation was dire, though thankfully not to the point where the Bureau had decided to intervene regardless of the local government desires.
Chrono noticed your thoughts, and he explained. "That world only recently exited a civil war, and there's still some dissent from the remnants of the forces loyal to the previous government. What complicate matters is the ruins that may contain numerous weapons of mass destructions, and maybe even Lost Logia, dating from the warring states era. We have been in negotiation with them for excavation right for years, but the price they asked was simply too high as the matter was not deemed urgent."
"What changed?"
"They have reasons to believe that their dissidents may be close to procure one of several of those weapons. We will mount an expedition, but it will take some time before it is ready. Until then, we want to have someone there to observe the situation and take whatever actions are required."
"Me."
"Yes. The situation is serious, but at the same time, it shouldn't be outside of your capabilities. In any case, you will receive supports from the local defence forces. Do you have any questions?"

Do you?
[] Write-in.

"Then..." he said. Good luck. This may be your first solo operation, but I'm confident you can succeed.
"Thanks you captain. I won't disappoint you." You answered.

You sighed. With a conventional ship, Douhalenn was about a month away from the TSAB HQ. Of course, you weren't embarked on a conventional ship. Not even one of the fast TSAB Warship that you had taken at several occasion. No, this was a fast transport, made especially for the occasion when an enforcer needed to be somewhere fast. You would arrive in a bit more than a day.

The problem, being, a conventional ship at least was bigger, there were some other people on it except from an anti-social pilot, and you could find something to do except being bored to death.

Well, you might as well kill time by reading the details of the cases. You had planned to use a data processing spell to do it fast, but plain old reading was usually preferable when one had the time to resort to it.

You asked your device to bring up the relevant files, and started reading them.
Apparently they couldn't be bothered to really explain all the context and refer to an overview of the history of the world...

Well, you will have time to read that too at some point.

Douhalenn, following a disastrous first contact with the TSAB, was first faced with rebellions on their colonies on the other worlds of the local cluster. Many of the desperate measure the local monarchy took to try and crush the rebellion were not exactly popular for the citizens, and eventually sparked a revolution. The civil war lasted for around two decades, and officially ended only six years ago, though the rebels controlled most of the planet for a year before that.

After the last king abdicated (shortly before taking his own life), though, his younger brother, Rhys Ancel, took control of the remnants of the royalists forces, and, likely recognizing the difference of forces, went into hiding. The group has been responsible of various terrorists attacks since the end of the war. The most recent one being a thankfully failed assault against the Bureau's embassy...

Well, that certainly is one thing that would incite the TSAB to be involved.

The local investigators had noticed that several documents had disappeared after some of their attacks, and also that similar records where located at some of the targets.

Apparently, the group was interested in the ruins of the old capital.

Particularly, the various powerful weapons that were suspected to be hidden somewhere there. Historical records helped realize exactly how dangerous such might prove. Oh, of course you had the usual greatly exaggerated claims on the capabilities of the monarch of the time. Apparently, the queen who reigned when the war between Douhalenn and it's neighbour really escalated was an omniscient seer who had total control over the climate of the entire planet and could harness the power of the sun. Sure, there might be some basis in those claims, but they were so exaggerated you had trouble taking them seriously.

Still, there was the part which were far more believable. Partly because the evidences : The lifeless remains of that world which atmosphere had been ignited was clearly there for anyone interested to visit. Where, on the Belkan's empire maps, was indicated a type 3 world, only a bunch of asteroids remained.

Well, there was a reason that only seven world remained inhabitable in the cluster, when almost thirty had been settled at the end of the Dawn State era.

What was truly depressing was how banal such a story of planetary destruction was for the warring-state era.

At the very least, the criminal group seeking those weapons was lead by the prince Rhys Ancel. Which mean that, in the case you failed and they acquired some of those Lost Logia, he was unlikely to destroy the very planet he wanted to rule over.

Of course, he could do so out of spite, but you doubt it would be his very first reaction. It was likely the reason why this case had not been assigned to a more experienced agent.
Speaking of Rhys... There was a fair bit of data on him. He had fought during the war before his mother died and his older brother succeeded her. An experienced fighter. Bureau's estimation estimated he was a AA-rank knight.

Likely to have survived in some form and to serve the "legitimate" monarch, was the Assassination Group, nicknamed by most of the population as the Royal Hounds, who served for a long time as the secret police and black-op group of the monarchy, and whose members were indicated as loyal to the point of death. There was far too few information on them for you to be comfortable, though. The leader, at the time of the war, had been a woman named Morgan, who was believed to be dead, or at least heavily crippled, but the local authorities were sure that at least some member had survived and joined under the prince's banner.

There was also indication of Rhys' sisters, one princess Adela, who may or may not be part of her brother's follower. She was young, and not much was know about her possible capabilities, but the royals tended to be powerful mage, so she was likely someone to watch out for.

So, a high ranking mage, his sister who was likely at least as powerful, and a group of ruthlessly efficient assassins?

Yeah, you were totally feeling confident about this.

......

Current character sheet

Name : Emmanuel
Age : 17
Style : Ancient Belkan
Mêlée +++, Shields +, Shooting –, Bombardment – –, Combat +, Non-combat –

Power : AA+
Efficiency : A+

Device :
Processing Power : AA
Intelligence : B+
Cartridge system
Armed device (Mêlée oriented forms count as a physical weapon. Endure strain very well)

Character creation, continuation :

Everyone has some area of magic where they're more skilled, and other they neglected. What are your strength and your weaknesses? (You have 6 "+" and 5 "–" to spend on the following magic categories. You need to spend them all and can't have them cancel each others out. You can spend several of "+" or "–" in a single category. Each "+" increase the effective efficiency by one rank when casting the relevant spell. Each "–" decrease the efficiency by one rank.)

[] Shooting spells : Spells firing small sized projectiles. Power, precision and range all vary wildly.
[] Bombardment spells : Spells firing large, powerful stream of energy. More powerful than shooting spells*. Compared to shooting spells, they are slower, and often shorter ranged (but not always)
[] Mêlée spells : Close combat spells and weapon enhancement.
[] Barrier spells : Defensive spells covering several directions.
[] Shields spells : Defensive spells covering only a single direction in exchange for more stopping power. Often repel an attack.
[] Field spells : Often defensive spells applying a particular effects to an area. Also, Barrier Jacket/Knight armour/whatever you want to call it.
[] Capture spells : Spells used to restrain or detain a target, covering both bind and cage.
[] Force-fields : Spells separating a large area from the outside world, often also applying some kind of effect inside the force-field.
[] Support spells : Spells increasing the capabilities of allies. Also, healing spells.
[] Disruption spells : Spells that disrupt the opponent magic.
[] Movement spells : Rapid movement and flight spells.
[] Dimensional spells : spell involving manipulation of the dimensions. Notably include teleportations spells. Things like the Arc-en-Ciel would also fall under this.
[] Information spells : Spells related to information gathering and data processing. Notably, include reflexes enhancement spells.
[] Illusion (Can only be taken with the Illusionist trait)**
[] Summoning (Can only be taken with the Summoner rare-skill)**
[] Other trait/rare-skill based spell type.**

*There are shooting spells that quite high-powered (like Signum's bow attack), which is achieved with a highly concentrated attack compared to a bombardment spell of the same rank, allowing higher penetration.
(edit) **As those spells represent an additional category to learn, even if you neglect those, you will be at the same level as someone who can't cast them, while training them will take time away from improving others spells. Because of that, you can't spend any the 5 - on those category. To compensate, each traits giving access to a new category of spell will give you 2 - and 1 + to spend anywhere.

What are the different forms of your device? Each one may be either general, or specialized in a specific area, and the forms must reflect that role. You must chose between 1 and 3 active forms, and the standby form.
[] Write-in
Also, what is your device name? (It wasn't in the plan, and it's actually better to put it here, so...)
[] Write-in

As an enforcer, one of the elite of the bureau, you received a fair amount of physical conditioning. Higher baseline of physical capabilities mean that self-enhancement magic is easier to use (it does not, however, affect how far you can push it). Assign two D and one C among the three physical attributes :
[] Toughness
[] Reflexes
[] Strength


You may have been born with some advantage. Or maybe hard training helped you develop some trump card of your own. Whether innate or not, you have four points to spend over the following traits :
[] Mana regeneration (cost 1, can be taken up to three time) : You recover mana faster than someone with the same amount of power.
[] Parallel spell-casting (cost 1, can be taken up to three time) : May cast several spell at once, or maintain them, without needing to rely on your device.
[] Mana conversion (cost 1, can be taken up to three time) : Increase efficiency of spells of the relevant "element"
-[] Give an "element"
[] Illusionist (cost 1) : unlock Illusion magic.
[] Familiar (cost 2) : You have a familiar
-[] Describe familiar
[] Peak condition (cost 1, can be taken up to three time) : Increase all physical attributes by a rank. Level 2 or 3 are expression of gene-modifications, implants, effect of a lost-logia, or some other similar cause.
[] Rare skill summoner (cost 1, can be taken up to three time, which increase the rank of your most powerful summon) : unlock summoning magic. Give access to one or several summons.
[] Rare skill : internal computation (cost 1, can be taken up to three time). Allow device-less casting. When using a device, give additional processing power.
[] Rare skill : shape-shifting (cost 1) : You can shape-shift. Cost may increase if exotic form.
-[] Describe your second form.
[] Write-in : There might be many traits or rare-skills that aren't listed there.


You also have 4 bonuses points to spend on any area. They can be spend in the following ways :
[] Get an additional +, or one – less, for spell proficiency (cost 1 point)
[] Get an additional physical attribute to C (cost 1 point)
[] Get an additional point to spend on traits (cost 2 points)


You can also get up to 4 additional bonuses points, though at a cost. Those points can't be spent on rare-skills or innate advantages (such as level II and III Peak condition), and represent further training.
 
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Before I start distributing points...

- What exactly would be the cost of the final 4 additional bonuses?

- Do we get to decide what our guardian beast can do, and what can be the extent of his/her abilities?

- Does the line 'it does not, however, affect how far you can push it' mean that there is an absolute peak rank we can reach regardless of our baseline (as in, we can only enhance ourselves to A+ rank Reflex regardless of whether our base reflexes are at C or A), or that there is an absolute value that we can enhance our abilities by (as in, we can enhance our reflexes by 2 ranks regardless of the baseline, up to B if it's D and up to A+/AA [whichever denotation is correct] from a base of B)?
 
Can we get as rare skill like Cybernetic compatibility? So we can later on become a combat cyborg.
Basically a skill which allows us later on to upgrade, but which is in the beginning useless.
 
Before I start distributing points...

- What exactly would be the cost of the final 4 additional bonuses?

- Do we get to decide what our guardian beast can do, and what can be the extent of his/her abilities?

- Does the line 'it does not, however, affect how far you can push it' mean that there is an absolute peak rank we can reach regardless of our baseline (as in, we can only enhance ourselves to A+ rank Reflex regardless of whether our base reflexes are at C or A), or that there is an absolute value that we can enhance our abilities by (as in, we can enhance our reflexes by 2 ranks regardless of the baseline, up to B if it's D and up to A+/AA [whichever denotation is correct] from a base of B)?

- The 4 (or less) additional bonuses work the same as the other bonuses points, except you can't spend them on something innate.

- Give me broadly its style, and I will develop from there

- Basically, the rank of a self-enhancement spell determine how much you can improve your capabilities, and your efficiency in this spell (that is, the efficiency stat, modified by the spell proficiency modifiers) determine what rank of spell you can cast. So, if you can cast a AAA-rank reflex-enhancement spell, you can improve your reflexes to at most AAA (you can use lesser enhancement if you want), whether your natural reflexes are at D or A. On the other hand, if you have A in reflexes, it will be easier to maintain the spell, and it will cost less mana to do so.

That say, I will point out that toughness and strength enhancement are under mêlée spells, while reflexes fall under data-processing and thus information. Speed, is not an inherent physical attribute, at least not at the level you're at, and fall under movement spells.

Can we get as rare skill like Cybernetic compatibility? So we can later on become a combat cyborg.
Basically a skill which allows us later on to upgrade, but which is in the beginning useless.

It's possible. A good write-in would help. In general, unless the potential ability is totally broken (like Sankt Kaiser Mode), such a trait would cost 1 point.
 
First things first, the familiar idea, tell me what needs to be modified about it.


An unusual silver-furred wolf with intelligent eyes. Wolves are pack animals but this particular one had been cast out due to her unique appearance and forced to fend for herself. You had found her on the verge of death, apparently attacked by her former pack, if the corpses surrounding her were any indication; the beast's tenacious clinging to life, the desire to survive expressed so strongly in its eyes had impressed you enough that you decided then and there to save her. As your knowledge of healing magic would have been insufficient to that end, and it had been about time for you to create your guardian beast anyway, you made the silver-furred, gold-eyed 'winter demon', as the locals referred to her, into your familiar.

[Name] is, above all else, tenacious, even more so than when you had found her. She simply refuses to go down or stay down, using every advantage available to her to keep going. Naturally tough due to the desire expressed during her transformation, she further increases her survivability by enhanced regeneration and a selection of healing and general support spells. Her other capabilities follow a noticeable pattern of a hunter's needs, likely a disposition inherited from her former life - superior base senses, with the ability to enhance them further still with magic, an array of searching and tracking spells to find her prey, stealth skills (not illusion spells, but more along the lines of suppressing one's mana emissions to make her more difficult to spot of find with searching spells, as well as generic hiding and silent movement) to stalk them, and high mobility and stamina suitable for running her target down, be it in a blitz rush or a prolonged chase. In direct combat, [Name] relies primarily on her high natural speed and agility to flank her target and continuously strike from blank spots while dodging their return fire.

Personality-wise, [Name] is still mostly the quiet loner she had been as a wolf. When she doesn't simply remain silent and unnoticed (until the moment you find her tearing out your throat) in the background, she has a similar disposition to Emma's of saying what she thinks without reservation or consideration, even more so than her Master, who at least has the benefit of growing up in a human society (so in a way, she is tearing also out your throat, but verbally). This may be a case of the Master's personality rubbing off on the familiar but Emma herself is convinced that [Name] was the same as a wolf as she is now. Beyond that, [Name] is possessed of a fierce protective instinct towards her allies, derived from her inherent pack mentality. Emma herself is also recognized as the pack's alpha and [Name's] ultimate savior, earning her a fierce loyalty above the usual bond between a familiar and their master.
 
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For the familiar, I have no objection. It remains to the voters to decide :).

Question, would dimensional spells allow us to use rapid short ranged teleport in combat?

Combat teleportation is the sort of game changer that is S-ranked, so it would take some time before you could do it, but it would indeed fall into Dimensional spells.



For the rankings, they go F, E, D, C, B, B+, A, A+, AA, AA+, AAA, AAA+, S-, S, S+, SS-, SS, SS+, SSS-, SSS. In overall magical ranking, D is average over dimensional space, and C is the average over TSAB recruits (but it include the support staffs which doesn't need to be mage), while A rank is typically associated with combat flight. In term of power, the average is D or C depending whether or not you include magical backwaters like Earth is. Increasing your power through training, is, of course, possible, though it can be crippling past a certain point.

For the physical attributes, D is the human average, and A is what you can expect from a top-level athlete. As such, naturally (ie, without genetic modifications, implants, or else) attaining and then maintaining that level require total dedication.
 
For the familiar, I have no objection. It remains to the voters to decide :).
Two more question before I proceed,

- Is there anything I should add to the familiar's description for completion's sake? Or should I leave that to you?

- Just to specify, since I was careless in counting points, the familiar would cost 4 bonus points if I were to use bonus points for her, is that correct?
 
Two more question before I proceed,

- Is there anything I should add to the familiar's description for completion's sake? Or should I leave that to you?

- Just to specify, since I was careless in counting points, the familiar would cost 4 bonus points if I were to use bonus points for her, is that correct?

- You have appearance, personality, and capabilities, as well as some back-story. If you want to add to that, feel free, but that's not needed.

- Indeed
 
Well I think i'll leave the min maxing to the others and instead focus on designing the device. This is just a rough though so any ideas for adjustments are welcomed.

What are the different forms of your device? Each one may be either general, or specialized in a specific area, and the forms must reflect that role. You must chose between 1 and 3 active forms, and the standby form.

[x] Primarily a set of gauntlets and boots Emmanuel's device possesses 2 main forms. The first and default form are the armored gauntlets and boots themselves that enhance her strikes and can use the cartridges to add extra explosive punch to the strikes or be used for short bursts of increased movement. The second form is the defensive shield mode which has the gauntlets expand into a set of shields for enhanced defensive capabilities and the boots adjust to allow maximum traction to prevent to user from being flung backwards by the force. When not in use the device takes the form of a pair of bracelets on her left arm and right leg.

Also, what is your device name? (It wasn't in the plan, and it's actually better to put it here, so...)

[x] Ember Celica
 
[-] Shooting spells : Spells firing small sized projectiles. Power, precision and range all vary wildly.
[-] Bombardment spells : Spells firing large, powerful stream of energy. More powerful than shooting spells*. Compared to shooting spells, they are slower, and often shorter ranged (but not always)
[+] Mêlée spells : Close combat spells and weapon enhancement.
[-] Barrier spells : Defensive spells covering several directions.
[+] Shields spells : Defensive spells covering only a single direction in exchange for more stopping power. Often repel an attack.
[+] Field spells : Often defensive spells applying a particular effects to an area. Also, Barrier Jacket/Knight armour/whatever you want to call it.
[] Capture spells : Spells used to restrain or detain a target, covering both bind and cage.
[-] Force-fields : Spells separating a large area from the outside world, often also applying some kind of effect inside the force-field.
[-] Support spells : Spells increasing the capabilities of allies. Also, healing spells.
[] Disruption spells : Spells that disrupt the opponent magic.
[+] Movement spells : Rapid movement and flight spells.
[] Dimensional spells : spell involving manipulation of the dimensions. Notably include teleportations spells. Things like the Arc-en-Ciel would also fall under this.
[+] Information spells : Spells related to information gathering and data processing. Notably, include reflexes enhancement spells.
[] Illusion (Can only be taken with the Illusionist trait)
[] Summoning (Can only be taken with the Summoner rare-skill)
[+] Other trait/rare-skill based spell type. (Spell-eater - A Rare-Skill that allows Emmanuel to gain a basic enough understanding of a spell that successfully hits her to be able to cast the spell, as well as absorbing a small portion (5%) of the mana used to power the spell)


[A] Toughness
[A] Reflexes
Strength


[] Mana regeneration (cost 1, can be taken up to three time) : You recover mana faster than someone with the same amount of power.
[] Parallel spell-casting (cost 1, can be taken up to three time) : May cast several spell at once, or maintain them, without needing to rely on your device.
[] Mana conversion (cost 1, can be taken up to three time) : Increase efficiency of spells of the relevant "element"
-[] Give an "element"
[] Illusionist (cost 1) : unlock Illusion magic.
[] Familiar (cost 2) : You have a familiar
-[] Describe familiar
[XXX] Peak condition (cost 1, can be taken up to three time) : Increase all physical attributes by a rank. Level 2 or 3 are expression of gene-modifications, implants, effect of a lost-logia, or some other similar cause.
[] Rare skill summoner (cost 1, can be taken up to three time, which increase the rank of your most powerful summon) : unlock summoning magic. Give access to one or several summons.
[X] Rare skill : internal computation (cost 1, can be taken up to three time). Allow device-less casting. When using a device, give additional processing power.
[] Rare skill : shape-shifting (cost 1) : You can shape-shift. Cost may increase if exotic form.
-[] Describe your second form.
[X] Rare Skill : Spell Eater (cost 2) : A Rare-Skill that allows Emmanuel to gain a basic enough understanding of a spell that successfully hits her to be able to cast the spell, as well as absorbing a small portion (5%) of the mana used to power the spell)
[] Write-in : There might be many traits or rare-skills that aren't listed there


[] Get an additional +, or one – less, for spell proficiency (cost 1 point)
[] Get an additional physical attribute to C (cost 1 point)
[XX] Get an additional point to spend on traits (cost 2 points)
 
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Hum, I'm not objected to the rare skill Spell eater, but you would need to select in the the rare-skill section.

1 point to have the mana-eating effect, and 1 other point to have the spell-copying mechanism.
 
So this is my write-in for a rare ability

Cybernetic compatibility: Thanks of Genetic Enhancements from the past you can use Cybernetic Enhancement without the fear of rejection. Researchers have found out that you are a descendant of the legendary House Machineheart. House Machineheart was specialized in the arts Genetic and Cybernetic Enhancement.

They were one if not the Stronges Warriors in the Balkan empire. There Cybernetics are even regarded as lost Logan.(It is even theorized that Olivie Sägebrecht Arms were made by them)

The House was Destroyed in the Anarchic Years slowly by the lose a technology and lose of tax money to finance their Cybernetics. So your ancestors began to stop using Cybernetic Enhancement.
But You still have these Genes inside.

You can become a Combat Cyborg which would expand your power and give many exceptional abilities like fighting in AMF environment without penalty.

Of course you have to find Combat Cybernetics and a Doctor who upgrade you.And the quality of Combat Cybernetics and Implants vary greatly. (Black marked < Scaglietti< Lost Logia). And you have to keep it a secret (unless the TSAB change its policy in regard of Human enhancement).

Is this okay?
 
Hmm... This complicates my plans a bit... If I want one of the device forms to be a functional railgun, can that be done (as in, done in a way that's viable in combat) without ranks in Mana Conversion? If not, can it be done with ranks in Mana Conversion, and how many do I need?
 
Hmm... This complicates my plans a bit... If I want one of the device forms to be a functional railgun, can that be done (as in, done in a way that's viable in combat) without ranks in Mana Conversion? If not, can it be done with ranks in Mana Conversion, and how many do I need?

What mana conversion do is make better spell of the "element"...

But didn't your initial design implies lightning mana conversion?
 
@lordhasen. Since I don't want to have to explicitly comment about each write-in, as long as I don't object to something can be considered to have my tacit approval.

Yes, it does. But what do you mean with that line? That my character already has mana conversion covered to some degree, or that I am required to take ranks in it to follow the initial design?

That I assumed you would take rank in it because of that design :).


Just to be sure, the way you presented it make me assumes that the rare skill is used through specific spells. At the very least, it seems more natural to have something like that rather than designing a rare skill based about the hope that you won't die to the spells you will be targeted by.

I would also made it a bit more expensive otherwise.
 
I don't think we should spread the points out so much. We should focus a bit more on specialization, so as to not dilute our most efficient abilities.
 
@Ferian How about we use some implant to Improve the Mana conversion? I imagine that this kind of implant is actually quite common in the black market since Rail Guns powerful and use relative cheap ammunition.
Personally, I like your idea having a non-magical weapon. With this we could from the beginning on kicking the Hückebein in their arrogant Butts.

For close quater battels we need something like a electric Mace (club) . ( this would be also good for dealing with normal humans)

We should try to become like Vita (high endurance) so when a bad roll hits us we could still fight on.
 
Okay... Final question before I submit my plan, then, can Mana Conversion be improved over the course of the quest?
The implant will cost trait points anyway, so there's not much point. I'd rather grind it in the quest if at all possible. See, I am already placing 2 points into the Familiar and 2 points into Top Condition. That leaves me with 2 points I had intented to sink into Mana Conversion but... Internal Computation is a shiny rare skill that gives us options if our device is damaged/hacked/taken away/etc. It's also in line with the character concept so all in all, it sounds very, very tempting to switch one point from Mana Conversion to that.
 
The implant will cost trait points anyway, so there's not much point. I'd rather grind it in the quest if at all possible. See, I am already placing 2 points into the Familiar and 2 points into Top Condition. That leaves me with 2 points I had intented to sink into Mana Conversion but... Internal Computation is a shiny rare skill that gives us options if our device is damaged/hacked/taken away/etc. It's also in line with the character concept so all in all, it sounds very, very tempting to switch one point from Mana Conversion to that.

This was actually an ad for my Cybernetic compatibility rare ability. I would really like to have the ability to use Cybernetics and Implants, so we can grow throughout the game.
Cybernetic compatibility would allow us to build a really powerful character.
Mana Conversion can we get with implant, but we also could get a brain chip to improve our Internal Computation. ( And keeping a secret would be fun too)
 
*sigh* See, I am quite firmly against the idea of becoming a cyborg, willingly, at that. Subaru and Ginga did not have a choice in the matter, same with the others in Jail's experiments; that kind of circumstances I can understand. However, I am not nearly transhumanist enough to endorse a willing conversion, especially without necessity. Had we chosen to play a combat cyborg from the start, this may have been different, but as it is, I will not support the idea.

Also, cybernetic implants are inherently weak to EMP, which Emma will be throwing around in considerable amounts considering her element.
 
Okay... Final question before I submit my plan, then, can Mana Conversion be improved over the course of the quest?

No. You can improve your control over spells that would benefit from it, but mana conversion refer to the natural ability to do so.


About internal computation, I will describe a little the way devices will works so the choice will be more informed.

Basically, when casting a spell, you need processing power to use it, unless rare, special cases of alternate system relying on something else than mathematics (it exists, but because it's extremely inefficient, it's not commonly used). In general, the more intelligent the device, the less processing power is free to cast spells. It led to the perpetuation of the myth that storage devices are better.

How much processing power is needed depend on three things :
1 - the rank (difficulty) of the spell.
2 - how good the mage is at casting that particular spell
3 - the intelligence of the device. An intelligent device is far more efficient than a storage device when it come to doing its calculation.

Of course, there's a limit to how much you can gain, so, for say, a veteran that has been in the bureau for 30 years, seen lots and lots of fighting and struggled to get as much efficiency as he could out of his limited supply of power would only get a benefit out of a ID rather than a storage device about 10% of the time. Considering the price of a intelligent device, compared to a military-grade storage device, which isn't exactly cheap to begin with, it just isn't worth it.

Keeping a spell active (barrier jacket, flight spells, etc...) require some investment of processing power (and mana), too, to a lesser extend. As long as the device has some AI of some kind (which every device does), it can do that job for the mage (with a loss of efficiency, though), allowing its master to focus on the important parts of magical combat.

To fight in a high level aerial battle without a device, like Yuuno do, for example, you need not only Internal Calculation, but also parallel spell-casting, otherwise you will quickly be inconvenienced by the maluses of maintaining too many spells while trying to cast others.

Parallel spell-casting would also have a far greater use in combat as long as you don't find yourself device less.


For a Belkan knight, using a highly reliable armed-device, the benefit of such ability is only as a last measure resorts. Having a security blanket in case you can't take your device with you is not a bad idea. But it won't be needed often, and it's up to you if you truly want to invest so many points in a backup measure.

As an aside, casting with a device in standby mode is different from casting without a device.
 
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