[MGLN] Enforcer Quest : What the future hold

@Bki Do the benefits from additional ranks in a trait increase in a linear manner?
See, I am already placing 2 points into the Familiar
Is there a particular reason why we can't acquire a familiar after character creation? Obviously we won't be able to do immediately, but it should be possible with time, and more importantly there are other options which are unavailable after character creation like Mana conversion, and Peak Condition rank three.
Internal Computation is a shiny rare skill that gives us options if our device is damaged/hacked/taken away/etc.
The lose in combat ability doesn't seem worth an increase in options in a "what if" scenario.
 
@Bki Do the benefits from additional ranks in a trait increase in a linear manner?

Generally. Summon doesn't, as each level give a summon type of higher rank.

Is there a particular reason why we can't acquire a familiar after character creation? Obviously we won't be able to do immediately, but it should be possible with time, and more importantly there are other options which are unavailable after character creation like Mana conversion, and Peak Condition rank three.

Well, you won't have quite that much free time until you finish the current case, which should take some time.
 
Note: With Yun's suggestion, I am open to the possibility of postponing the familiar in favour of those 2 extra traits. Do others want to tread that path of high risk/high reward?

Is there a particular reason why we can't acquire a familiar after character creation? Obviously we won't be able to do immediately, but it should be possible with time, and more importantly there are other options which are unavailable after character creation like Mana conversion, and Peak Condition rank three.
The lose in combat ability doesn't seem worth an increase in options in a "what if" scenario.
Problem is, I belive she will be very useful during this case, what with her tracking spell, superior senses, and most importantly, support and healing spells. Whatever I do with my build, Emma can not heal. And I don't see a way to acquire anything nearly as useful in compensation. Sure, a third rank in both Mana Conversion and Top Condition would make her a beast in melee combat but... crippling overspecialization. And this is a case where we don't get a party to balance it, watch our back, or drag us out of trouble. Hmm...

@Bki: Would tacking on a competence with teleport spells be too much for the familiar? Going with the image, her jumping about the battlefield (in the far future, of course) feels... right. It's just now that I've caught up with that suggestion posed earlier. EDIT: If doing so dilutes her current abilities considerably, I would rather not go there, though.

So, finally...

[X] Plan Ferian

[] 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.

I had actually expected bombardment spells to be less of an issue than shooting spells, but the inherent penalties compel me. As such, it's bombardment that suffers greatly, alas.
Meh, switched that to Disruption spells.
As for other choices - melee and shields is sticking with what works for her, movement is a necessary specialization if she doesn't want to keep playing tag with her opponents, field spells to improve her Knight Armour (since I want it to be quite advanced), capture spells and information spells (because reflex enhancements) are also important to Emma's fighting style.

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] Standby Form. A bracelet of classical Belkan design, usually carried around her left wrist.

[X] Bident Form. It looks like a bident with two straight, parallel blades, and it works like a bident. It's used as a bident/spear, even. But if you look at it as just a bident, you will miss the small muzzle between the two blades and will get shot in the face at point-blank range. This is the device's shooting/sealing mode. The bident's blades double as conductive rails for Emma's most powerful powerful shooting spell, which fires a metallic projectile carrying a potent magical charge at several times the speed of sound using the principle of a railgun and mana conversion to power it; this allows for unmatched penetrative property and outright excessive destructive ability. Due to high risk of collateral damage and high lethality, this particular spell does not see much use. In fact, its use can be troublesome due to laws regarding mass-based weapons on worlds within the TSAB sphere of influence (it isn't, technically, one but as a magical attack that uses mass-based projectiles, it is up to interpretation; and people already pissed off at you for property damage will be more inclined to interpret things not in your favour). As such, the muzzle between the bident's blades is typically used to fire lesser shooting or bombardment spells.

[X] Crescent Form. A polearm with a large, heavy blade on its business end. This is the mode primarily used for close combat, and on top of being a highly effective weapon by itself in Emma's hands, it's the form most attuned to her melee spells. A plasma extension can be generated around the blade, dramatically increasing the weapon's cutting power. Alternatively, the blade can be used to focus and hold a strong charged of conversed elemental mana that can be unleashed on a moment's notice; this trick is often used if the opponent chooses to block an attack with a melee weapon of their own, placing them within range to be thoroughly shocked. The back of the blade holds a thin chasm that can likewise accumulate unconversed mana and release it in a torrent of force driving the weapon forward towards its target for a much faster and more powerful blow than anticipated. Alternatively, a spell derived from flight/motion spells can be used to generate a similar effect, of lesser effectiveness but continuous. Other melee spells can be used with this mode as well, of course.

[X] Slash Emperor. A new mode devised fairly recently on Chrono Harlawn's suggestion. The shaft of the device is shortened for more comfortable wielding, and the physical blade of the polearm is substituted with a torrent of plasma focused into a thin, flat shape.* The lesser weight of the weapon allows for faster, if lighter, swings. The issue of decreased striking power is mitigated by the increased penetrative power and overall destructive capability. The size of the blade can be altered by increasing or decreasing the energy output. Using the cartridge system, it is possible to extend the blade to colossal proportions, with the limit being the user's ability to hold that amount of power in a coherent shape. Due to her control issues, Emma cannot effectively use this form for extended periods of time or extend it to truly huge length without a risk of it exploding effectively in her face. For the time being, she has found applications for the principle that the original wielder would probably pale upon hearing about. For example, using a manoeuvre similar to Barrier Jacket Purge, Emma can overcharge and forcefully disperse the blade, thus unleashing a torrent of lightning and plasma in a short- to mid-range conical area in front of her.
*The appearance of the resulting weapon is akin to Sannosuke's zanbato
Yup, I'm totally not stealing Fate's trick here.
Also, what is your device name? (It wasn't in the plan, and it's actually better to put it here, so...)
[X] Astra Purna
The professor, who had helped design and had personally overseen the device's creation, was given the honor of naming it. The foreign to her ears term "Astra", according to the professor himself, denotes a divine power in a culture from a far-away non-administered planet. "Purna" translates to perfect, complete, absolute, all. The naming theme for her spells is also derived from the same culture. She thought it largely unimaginative, what with every other spell ending with the same "astra" but hadn't objected out of respect for her teacher; it was also a convenient convention, as she later found.
Master, let's shoot it, "Vasavi Shakti". And then Gil Graham bravely ran away.
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 :
[D] Toughness
[C] Reflexes
[D] 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.
[XX] Mana conversion (cost 1, can be taken up to three time) : Increase efficiency of spells of the relevant "element"
-[] Lightning
[] Illusionist (cost 1) : unlock Illusion magic.
[X] Familiar (cost 2) : You have a familiar
-[X] http://forums.sufficientvelocity.com/posts/1616188
[XX] 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.
 
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Plan Lordhasen
Character creation,

[] 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.

In case we get a bad roll our Knight armour could protect us.


[C] Toughness
[D] Reflexes
[D] 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
[++] 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.
[+]
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.

You can become a Combat Cyborg which would expand your power and give many exceptional abilities like fighting in AMF environment.

Of coure you have to find Combat Cybernetics and a Doctor who upgrade you .


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)



My plan is later on to go the Transhuman route so we can get a lot of implants and cybernetics . These powers should be our secret weapon. To get the best Cybernetic we should go to Lt.Gen. Regius Gaiz .
Maybe if we help him with something we get a reward. Of course, if 0075 went like canon we have to destroy all evidence during the JS Incident. Or we save TSAB High Council, which would help us massively.

[X]I like to vote for Ferian Device since it look much better than my own.
 
Well, you won't have quite that much free time until you finish the current case, which should take some time.
Right. I wasn't intending to do it before the mission was complete because that defeats the point of the character creation, and due to personality implications of doing so on the job.
Note: With Yun's suggestion, I am open to the possibility of postponing the familiar in favour of those 2 extra traits. Do others want to tread that path of high risk/high reward?
What exactly is high risk about it? The higher our base physical physical stats the less mana is needed to raise a particular physical stat to a spell's rank, and to me it sounds like it is more an issue of excess mana being used then the inability to cast basic healing spells.
Problem is, I belive she will be very useful during this case, what with her tracking spell, superior senses, and most importantly, support and healing spells. Whatever I do with my build, Emma can not heal. And I don't see a way to acquire anything nearly as useful in compensation. Sure, a third rank in both Mana Conversion and Top Condition would make her a beast in melee combat but... crippling overspecialization. And this is a case where we don't get a party to balance it, watch our back, or drag us out of trouble. Hmm...
There should be tracking spells under information spells considering it involves "information gathering" so it isn't like we would be incapable of finding our targets. Although frankly I was merely focusing on maximizing our combat ability simply because we're dealing with an AA ranked mage, and a bunch of loyal unto death mages. Which means we need to be able to engage them in a lengthy fight, and/or a series of engagements.

Anyways I'll suggest an alternative character build.

Only including the ones which I'm assigning bonuses toward.

[+] Mêlée spells : Close combat spells and weapon enhancement.
[+] 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.
[--] 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.
[+] Information spells : Spells related to information gathering and data processing. Notably, include reflexes enhancement spells.

We're a melee specialist, so having an additional + in our specialty is a prudent decision. Bringing this up to ++ will hopefully be enough to make blocking the occasional spell we can't dodge not a terribly inefficient course of action. More efficient Barrier Jacket is useful when on a solo mission. Unless we specialize in this we're unlikely to be able to prevent someone from breaking out of this, meaning it is really only useful for operating on worlds that don't know about magic, or where we're not operating at.

The only support spell we will be using is healing spells, so being slightly deficient in this spell type is acceptable. The Ancient Belkan method for disrupting spells is the tried, and true method of hitting them over in the head with your weapon. Considering we need to enter melee range to defeat someone ++ in spells needed to do so is prudent. The reflexes necessary to dodge attacks, and the ability to gather information during, or outside combat will be useful.

[X] Astra Purna

I've no objections to Ferian's weapon so it has my support.

[D] Toughness
[C] Reflexes
[D] Strength

[XXX] Mana conversion (cost 1, can be taken up to three time) : Increase efficiency of spells of the relevant "element"
-[] Give an Lightning

[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.

Lighting conversion will be useful for closing distances, and making the various forms of the weapon less risky to use due to them being more efficient. As for Peak Condition the higher our base physical stats are the less mana is required to maintain the spells which enhance them, thereby increasing the amount of time we can fight for, and how fatigued a skirmish would leave Emma.
 
I like Ferian's build, but I prefer Yun's idea of going for extra pluses in Mana Conversion and Peak Condition rather than the familiar.
 
Character creation, continuation :

[] 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.
Most of these are to represent the sort of skills expected of a belkan style caster, but with slightly more buff/de-buff then I'd guess is normal. However, Emma did inherit the ability to summon something, however she's actively avoided learning anything more about it since then. (Yes, I spent a point on summoner just to drop all the minuses into it, so I know I'm a horrible min-maxer)

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

About to go look at @Ferian 's , so holding off here.

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 :
[D] Toughness
[C] Reflexes
[D] Strength


Reflexes is the skill about avoiding getting hit, that's always the most important.

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.
[xxx] 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.
[x] 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.

So I'm probably misreading Parallel spell-casting, but it seems like it would be the go to ability to fight multiple people at once and to set traps like the characters in the series love to.

You also have 4 bonuses points to spend on any area. They can be spend in the following ways :
[8?] 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.
What exactly is the cost?


EDIT: Since nobody is posting right now, I guess I'll put this here. @Ferian's device forms are fine, and I'm amused by the barely legal railgun. I agree we shouldn't spend for a familiar for this character, especially if we cheat like I did on where we put our minuses. I'll think about what to cut in this lightning affinity.
 
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Most of these are to represent the sort of skills expected of a belkan style caster, but with slightly more buff/de-buff then I'd guess is normal. However, Emma did inherit the ability to summon something, however she's actively avoided learning anything more about it since then. (Yes, I spent a point on summoner just to drop all the minuses into it, so I know I'm a horrible min-maxer)

It amused me, though :).


So I'm probably misreading Parallel spell-casting, but it seems like it would be the go to ability to fight multiple people at once and to set traps like the characters in the series love to.

Basically, you can cast with the device, combining your efficiency and its intelligence, or just let the device cast a spell for you, using only its intelligence. The first is obviously more effective, but require investment from the caster. At the base level, a mage trained in combat can maintain her barrier jacket, and cast an additional spell at the same time, all the while paying all of your attention to the fight. Parallel spell-casting represent innate-advantages or training to increase that number.

But, if you don't have it, you can have your device maintain your flight spell while you charge a bombardment spell. Or maybe you decide that, because your enemy is restrained, you take minimal risks by detracting your attention from the fight to cast the fight-ending attack.

For simultaneous spell-casting, the penalty to try it without the trait is far more severe (though you can rely on your device for that task if you need it)

So, with the trait, you can keep a bind on an opponent, power your jacket, and engage in a mêlée fight, using close-range attack spells or weapon enhancement to crush the other bad-guy, without suffering any penalty.

What exactly is the cost?

A mechanism not yet introduced:). Since I put the condition that they can only be spent on thing that can be achieved though training, I think it's possible to guess :).
 
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Do we get a team of redshits Highly trained TSAB troops?
What kind of mooks do we have to expect on Douhalenn?(weapons,level of trainig, Magic)
Can we get some Raptors in 20 years as support?
 
[] 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 teleportation 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.

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] Standby Form. A bracelet of classical Belkan design, usually carried around her left wrist.

[X] Bident Form. It looks like a bident with two straight, parallel blades, and it works like a bident. It's used as a bident/spear, even. But if you look at it as just a bident, you will miss the small muzzle between the two blades and will get shot in the face at point-blank range. This is the device's shooting/sealing mode. The bident's blades double as conductive rails for Emma's most powerful powerful shooting spell, which fires a metallic projectile carrying a potent magical charge at several times the speed of sound using the principle of a railgun and mana conversion to power it; this allows for unmatched penetrative property and outright excessive destructive ability. Due to high risk of collateral damage and high lethality, this particular spell does not see much use. In fact, its use can be troublesome due to laws regarding mass-based weapons on worlds within the TSAB sphere of influence (it isn't, technically, one but as a magical attack that uses mass-based projectiles, it is up to interpretation; and people already pissed off at you for property damage will be more inclined to interpret things not in your favour). As such, the muzzle between the bident's blades is typically used to fire lesser shooting or bombardment spells.

[X] Crescent Form. A polearm with a large, heavy blade on its business end. This is the mode primarily used for close combat, and on top of being a highly effective weapon by itself in Emma's hands, it's the form most attuned to her melee spells. A plasma extension can be generated around the blade, dramatically increasing the weapon's cutting power. Alternatively, the blade can be used to focus and hold a strong charged of conversed elemental mana that can be unleashed on a moment's notice; this trick is often used if the opponent chooses to block an attack with a melee weapon of their own, placing them within range to be thoroughly shocked. The back of the blade holds a thin chasm that can likewise accumulate unconversed mana and release it in a torrent of force driving the weapon forward towards its target for a much faster and more powerful blow than anticipated. Alternatively, a spell derived from flight/motion spells can be used to generate a similar effect, of lesser effectiveness but continuous. Other melee spells can be used with this mode as well, of course.

[X] Slash Emperor. A new mode devised fairly recently on Chrono Harlawn's suggestion. The shaft of the device is shortened for more comfortable wielding, and the physical blade of the polearm is substituted with a torrent of plasma focused into a thin, flat shape.* The lesser weight of the weapon allows for faster, if lighter, swings. The issue of decreased striking power is mitigated by the increased penetrative power and overall destructive capability. The size of the blade can be altered by increasing or decreasing the energy output. Using the cartridge system, it is possible to extend the blade to colossal proportions, with the limit being the user's ability to hold that amount of power in a coherent shape. Due to her control issues, Emma cannot effectively use this form for extended periods of time or extend it to truly huge length without a risk of it exploding effectively in her face. For the time being, she has found applications for the principle that the original wielder would probably pale upon hearing about. For example, using a manoeuvre similar to Barrier Jacket Purge, Emma can overcharge and forcefully disperse the blade, thus unleashing a torrent of lightning and plasma in a short- to mid-range conical area in front of her.
*The appearance of the resulting weapon is akin to Sannosuke's zanbato
Yup, I'm totally not stealing Fate's trick here.
Also, what is your device name? (It wasn't in the plan, and it's actually better to put it here, so...)
[X] Astra Purna
The professor, who had helped design and had personally overseen the device's creation, was given the honor of naming it. The foreign to her ears term "Astra", according to the professor himself, denotes a divine power in a culture from a far-away non-administered planet. "Purna" translates to perfect, complete, absolute, all. The naming theme for her spells is also derived from the same culture. She thought it largely unimaginative, what with every other spell ending with the same "astra" but hadn't objected out of respect for her teacher; it was also a convenient convention, as she later found.
Master, let's shoot it, "Vasavi Shakti". And then Gil Graham bravely ran away.
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 :
[D] Toughness
[C] Reflexes
[D] Strength

[XXX] Mana conversion (cost 1, can be taken up to three time) : Increase efficiency of spells of the relevant "element"
-[] Give an Lightning

[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.


Like I said, basically, for the most part, Ferian's plan, but with Yun's preference of additional X's in Mana Conversion and Peak Condition.
 
Hmm... Since people are opposed to taking the familiar, I guess I can go along with that. Alas, poor Kunagi. You will have to keep dying for a while longer before we find you...
I do suspect, however, that picking a familiar now will allow us more freedom in its abilities because, honestly, two years worth of training are rather significant. This goes for teamwork as well as her personal abilities.

Also, since Bki doesn't seem opposed to blatant min-maxing, and because it amused me, I am pondering placing that last point into Illusion rather than physical enhancement. Why specifically illusion? Emma can be useless at it, but having it unlocked may make it easier to excuse our familiar having such spells.

Also, because Bki's smilies are totally not ominous, I think cutting back on skill points a bit may be a good idea. Which ones do you think can be sacrificed? Personally, I'm thinking a plus on melee spells and the plus on dimensional spells but I'd like another's input, seeing as we need to consolidate votes at least a bit, and over half of the playerbase are keeping quiet for some reason...

@Bki: Okay, is Parallel spell-casting also something that can only be chosen now? Without it, how many spells can our device handle simoultaneously? I mean, if we cannot sustain flight + armour + physical enhancement and cast at least one other spell without a penalty, being a close-ranged combat mage is kind of... suicidal.

Also, you haven't addressed my question regarding the familiar's proficiencies. Was that intentional, or did you miss that part?
 
[x] EVA-Saiyajin
Do we get a team of redshits Highly trained TSAB troops?
What kind of mooks do we have to expect on Douhalenn?(weapons,level of trainig, Magic)
Er both of your question were answered in the update. No we're simply supposed to observe, and intervene* in the event that the situation changes from "they might be close to acquiring something extremely dangerous" to "they are close to acquiring something extremely dangerous" before the TSAB expedition is assembled. As for your second question, a veteran of the local war AA rank mage, a princess whose rank is unknown, and a bunch of fanatical mages of unknown rank.
Also, since Bki doesn't seem opposed to blatant min-maxing, and because it amused me, I am pondering placing that last point into Illusion rather than physical enhancement. Why specifically illusion? Emma can be useless at it, but having it unlocked may make it easier to excuse our familiar having such spells.
I'd rather keep it in physical enhancement.
Also, because Bki's smilies are totally not ominous, I think cutting back on skill points a bit may be a good idea. Which ones do you think can be sacrificed? Personally, I'm thinking a plus on melee spells and the plus on dimensional spells but I'd like another's input, seeing as we need to consolidate votes at least a bit, and over half of the playerbase are keeping quiet for some reason...
Well assuming we aren't simply reassigning the points currently on the character sheet. It is probably something which increases the danger of what our opponents is seeking to acquire, or rather determines how exaggerated the claims of the monarchs were.
 
Hmm... Since people are opposed to taking the familiar, I guess I can go along with that. Alas, poor Kunagi. You will have to keep dying for a while longer before we find you...
I do suspect, however, that picking a familiar now will allow us more freedom in its abilities because, honestly, two years worth of training are rather significant. This goes for teamwork as well as her personal abilities.
Generally, I would think a familiar is more useful the younger a mage is and more important the greater there vulnerabilities. Of course, I wouldn't even try to run a familiar on a mage who isn't already quite powerful. Given her age, and with the blatant mix-maxing we are contemplating, I'm not sure a familiar is actually worth it. Remember, even the original source indicated familiar aren't just a bonus character.

(This has nothing at all to do with me preferring a familiar who is neither canine nor feline, nope, nothing at all.)
Also, since Bki doesn't seem opposed to blatant min-maxing, and because it amused me, I am pondering placing that last point into Illusion rather than physical enhancement. Why specifically illusion? Emma can be useless at it, but having it unlocked may make it easier to excuse our familiar having such spells.
I had originally thought to put it in illusion, but I was worried that having negative skills in illusion might negatively impact the rest of the debuff/infowar suit I was hoping the character might have. The benefit of having horrible summoning is it shouldn't interfere with the rest of her capabilities and it gives Bki an interesting plot hook to potentially use (Namely, what do we summon?) which hopefully helps excuses or balances out the min-maxing.
Also, because Bki's smilies are totally not ominous, I think cutting back on skill points a bit may be a good idea. Which ones do you think can be sacrificed?
I'll attach something soon, once I go over what the rest of you have.

Okay, is Parallel spell-casting also something that can only be chosen now? Without it, how many spells can our device handle simoultaneously? I mean, if we cannot sustain flight + armour + physical enhancement and cast at least one other spell without a penalty, being a close-ranged combat mage is kind of... suicidal.
Given that we see Nanoha training it in canon, I'd hope so.

EDIT: Would something like this work?
Skills
[++] Mêlée spells : Close combat spells and weapon enhancement.
[+] 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.
[++] Movement spells : Rapid movement and flight spells.
[+] Information spells : Spells related to information gathering and data processing. Notably, include reflexes enhancement spells.
[-----] Summoning (Can only be taken with the Summoner rare-skill)

Advantages
[x] 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.
[xx] Mana conversion (cost 1, can be taken up to three time) : Increase efficiency of spells of the relevant "element"
-[x] lightning
[xx] 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.
[x] 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.
 
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I'd rather keep it in physical enhancement.
B/B+/B vs. B+/A/B+. In exchange, we can avoid 5 rank downs on skills we will likely use. Without a familiar, we will need to be a generalist, meaning it's much less viable to just drop support/healing spells.

Well assuming we aren't simply reassigning the points currently on the character sheet. It is probably something which increases the danger of what our opponents is seeking to acquire, or rather determines how exaggerated the claims of the monarchs were.
Since Bki has specified the penalties as having to do with extra training, I suppose it's either less social contacts within the bureau, a penalty to social interaction in general, or a penalty to non-magical knowledge/skills... or Emma's set to burn out from overstressing herself, which I really hope it is not.
Either way, I'd rather avoid those complications.

(This has nothing at all to do with me preferring a familiar who is neither canine nor feline, nope, nothing at all.)
:( No one likes the big badass wolf.

I had originally thought to put it in illusion, but I was worried that having negative skills in illusion might negatively impact the rest of the debuff/infowar suit I was hoping the character might have. The benefit of having horrible summoning is it shouldn't interfere with the rest of her capabilities and it gives Bki an interesting plot hook to potentially use (Namely, what do we summon?) which hopefully helps excuses or balances out the min-maxing.
Seeing as they are different disciplines, I don't see why they would. There's also the consideration that a single point in illusion allows us to potentially become a master of it, regardless of initial penalties stacked on it. It's also a discipline that goes really well with melee combat if used correctly.
Honestly, I had been initially tempted to take Illusion anyway, but the points... they are so precious few. :(
 
Do we get a team of redshits Highly trained TSAB troops?
What kind of mooks do we have to expect on Douhalenn?(weapons,level of trainig, Magic)
Can we get some Raptors in 20 years as support?

[x] EVA-Saiyajin
Er both of your question were answered in the update. No we're simply supposed to observe, and intervene* in the event that the situation changes from "they might be close to acquiring something extremely dangerous" to "they are close to acquiring something extremely dangerous" before the TSAB expedition is assembled. As for your second question, a veteran of the local war AA rank mage, a princess whose rank is unknown, and a bunch of fanatical mages of unknown rank.

I think lordhasen was talking about the mook from the current government's side. But you're right about not having your own team : because the Bureau has local support, they can afford to send their men to other, most pressing fronts.

Next update will be for introducing some of the locals, but I can give a few thing.

Given the civil war ended less than a decade ago, they have a good amount of veteran. For weapons, as the local style is mostly Belkan descended (but has evolved enough to be quite distinct from its ancestor style), there's a good number of armed device, though the majority is still storage device (because comparatively, they are the cheapest thing you can get). The most powerful and richest mage may have succeeded in getting an intelligent device if they found it suited their style more than the other two.

There's a few high ranked mage in Douhalenn, but most of them are in important position, so are too busy governing to go and fight unless the situation is desperate. There's certainly one or two AAA-rankers.

Also, since Bki doesn't seem opposed to blatant min-maxing, and because it amused me, I am pondering placing that last point into Illusion rather than physical enhancement. Why specifically illusion? Emma can be useless at it, but having it unlocked may make it easier to excuse our familiar having such spells.

It's not I'm not opposed to blatant min-maxing, it's that the one attempt to do so was hilarious.

@Bki: Okay, is Parallel spell-casting also something that can only be chosen now? Without it, how many spells can our device handle simoultaneously? I mean, if we cannot sustain flight + armour + physical enhancement and cast at least one other spell without a penalty, being a close-ranged combat mage is kind of... suicidal.

The device is there for that. There's also way to combine several spell at once to make maintaining them easiers.

Parallel spell-casting, as all of the non-rare skills traits, can be acquired through training, though not easily.

Also, you haven't addressed my question regarding the familiar's proficiencies. Was that intentional, or did you miss that part?

I simply believe it's best left after the vote decide whether or not you have a familiar.

Generally, I would think a familiar is more useful the younger a mage is and more important the greater there vulnerabilities. Of course, I wouldn't even try to run a familiar on a mage who isn't already quite powerful. Given her age, and with the blatant mix-maxing we are contemplating, I'm not sure a familiar is actually worth it. Remember, even the original source indicated familiar aren't just a bonus character.

Don't be too blatant with the min-maxing, though.

For a familiar, it mean you have less power at your disposition. In exchange, you get a second combatant who is strong enough to keep up with you and assist you in combat. Most of the time, the familiar is worth the expenditure of power. Otherwise, you know, people wouldn't use them.


(This has nothing at all to do with me preferring a familiar who is neither canine nor feline, nope, nothing at all.)

I think if familiar win, I will give a second vote to decide on it.
 
Skills
[++] Mêlée spells : Close combat spells and weapon enhancement.
[+] 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.
[++] Movement spells : Rapid movement and flight spells.
[+] Information spells : Spells related to information gathering and data processing. Notably, include reflexes enhancement spells.
[-----] Summoning (Can only be taken with the Summoner rare-skill)


Advantages
[x] 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.
[xx] Mana conversion (cost 1, can be taken up to three time) : Increase efficiency of spells of the relevant "element"
-[x] lightning
[xx] 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.
[x] 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.
In light of Bki's words, would you consider switching that point to Mana Conversion? It's a plan I can get behind.
Bye-bye, familiar-chan~ I'll miss you~ : (
 
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In light of Bki's words, would you consider switching that point to Mana Conversion? It's a plan I can get behind.
Bye-bye, familiar-chan~ I'll miss you~ : (
You mean this plan:

Skills
[++] Mêlée spells : Close combat spells and weapon enhancement.
[+] 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.
[++] Movement spells : Rapid movement and flight spells.
[+] Information spells : Spells related to information gathering and data processing. Notably, include reflexes enhancement spells.
[-----] Summoning (Can only be taken with the Summoner rare-skill)


Advantages
[xxx] Mana conversion (cost 1, can be taken up to three time) : Increase efficiency of spells of the relevant "element"
-[x] lightning
[xx] 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.
[x] 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.



Yeah, I can fully support this.

For everyone not paying attention, we are making a generalist with a rather nice suite of genetic enhancements, but nothing crazy, besides potentially that affinity for lightning. We did this by focusing on things which can only be purchased at character generation. If we really want peak condition 3, we should probably try to convince Bki that we aren't at peak condition for the enhancements we have, so we could still buy it up once more, in the same way a normal human could.

Also, going by the original source, I'm almost positive that taking those remaining two bonus points would come at the cost of nearly burning ourselves out, since that's exactly what's happening to Nanoha right now in canon.
 
Also, going by the original source, I'm almost positive that taking those remaining two bonus points would come at the cost of nearly burning ourselves out, since that's exactly what's happening to Nanoha right now in canon.

If I have the timeline right, Nanoha, at this time, should be either in the end of her rehabilitation, or training in order to resume active duty.
 
...You don't have a device there, sebsmith. Or baseline stats, for that matter. I feel it best to add them, really.

[X] Plan Summon Not-Appearing-In-This-Quest

Skills
[++] Mêlée spells : Close combat spells and weapon enhancement.
[+] 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.
[++] Movement spells : Rapid movement and flight spells.
[+] Information spells : Spells related to information gathering and data processing. Notably, include reflexes enhancement spells.
[-----] Summoning (Can only be taken with the Summoner rare-skill)


Device
[X] Astra Purna
The professor, who had helped design and had personally overseen the device's creation, was given the honor of naming it. The foreign to her ears term "Astra", according to the professor himself, denotes a divine power in a culture from a far-away non-administered planet. "Purna" translates to perfect, complete, absolute, all. The naming theme for her spells is also derived from the same culture. She thought it largely unimaginative, what with every other spell ending with the same "astra" but hadn't objected out of respect for her teacher; it was also a convenient convention, as she later found.

[X] Standby Form. A bracelet of classical Belkan design, usually carried around her left wrist.

[X] Bident Form. It looks like a bident with two straight, parallel blades*, and it works like a bident. It's used as a bident/spear, even. But if you look at it as just a bident, you will miss the small muzzle between the two blades and will get shot in the face at point-blank range. This is the device's shooting/sealing mode. The bident's blades double as conductive rails for Emma's most powerful powerful shooting spell, which fires a metallic projectile carrying a potent magical charge at several times the speed of sound using the principle of a railgun and mana conversion to power it; this allows for unmatched penetrative property and outright excessive destructive ability. Due to high risk of collateral damage and high lethality, this particular spell does not see much use. In fact, its use can be troublesome due to laws regarding mass-based weapons on worlds within the TSAB sphere of influence (it isn't, technically, one but as a magical attack that uses mass-based projectiles, it is up to interpretation; and people already pissed off at you for property damage will be more inclined to interpret things not in your favour). As such, the muzzle between the bident's blades is typically used to fire lesser shooting or bombardment spells.
Looks a lot like this, but without the helix motif and with actually bladed blades.

[X] Crescent Form. A polearm with a large, heavy blade on its business end*. This is the mode primarily used for close combat, and on top of being a highly effective weapon by itself in Emma's hands, it's the form most attuned to her melee spells. A plasma extension can be generated around the blade, dramatically increasing the weapon's cutting power. Alternatively, the blade can be used to focus and hold a strong charged of conversed elemental mana that can be unleashed on a moment's notice; this trick is often used if the opponent chooses to block an attack with a melee weapon of their own, placing them within range to be thoroughly shocked. The back of the blade holds a thin chasm that can likewise accumulate unconversed mana and release it in a torrent of force driving the weapon forward towards its target for a much faster and more powerful blow than anticipated. Alternatively, a spell derived from flight/motion spells can be used to generate a similar effect, of lesser effectiveness but continuous. Other melee spells can be used with this mode as well, of course.
*Looks like a guandao akin to Guan Yu's here but without protrusion on the backside of the blade and the dragon head replaced with a cartridge system akin to Bardiche.

[X] Slash Emperor. A new mode devised fairly recently on Chrono Harlawn's suggestion. The shaft of the device is shortened for more comfortable wielding, and the physical blade of the polearm is substituted with a torrent of plasma focused into a thin, flat shape.* The lesser weight of the weapon allows for faster, if lighter, swings. The issue of decreased striking power is mitigated by the increased penetrative power and overall destructive capability. The size of the blade can be altered by increasing or decreasing the energy output. Using the cartridge system, it is possible to extend the blade to colossal proportions, with the limit being the user's ability to hold that amount of power in a coherent shape. Due to her control issues, Emma cannot effectively use this form for extended periods of time or extend it to truly huge length without a risk of it exploding effectively in her face. For the time being, she has found applications for the principle that the original wielder would probably pale upon hearing about. For example, using a manoeuvre similar to Barrier Jacket Purge, Emma can overcharge and forcefully disperse the blade, thus unleashing a torrent of lightning and plasma in a short- to mid-range conical area in front of her.
*The appearance of the resulting weapon is akin to Sannosuke's zanbato
Yup, I'm totally not stealing Fate's trick here.

Baseline Stats
[D] Toughness
[C] Reflexes
[D] Strength

Advantages
[xxx] Mana conversion (cost 1, can be taken up to three time) : Increase efficiency of spells of the relevant "element"
-[x] Lightning
[xx] 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.
[x] 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.
 
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As fun as it was, I think I will object to the "take a rare-skill to use as a dump stat" min-maxing.

Because it add a discipline, simply having it doest magically grant you more time for all the others things (that's the major reason I am opposed to it actually, not because it's min-maxing). Of course, it possible to neglect the rare-skill you are born with, so :

1 - The - initially at your disposition can't be spent on a trait-unlocked spell-category.
2 - If you have illusion/summoning/other trait granting new spells, you get 2 - and 2 + that you can spend on either this trait or the others category.

I'm open to discussion if you have better idea to balance this. If there's no objection, I will edit the post in a few hours.
 
From a logical and roleplaying standpoint, though, this particular minmaxing makes a lot of sense - you have a rare skill but you have been completely neglecting it, being unaware of it at first and never finding time to play catch up in an entirely new discipline once you found out. It only makes sense that it would lag far behind your general level of competence.

I would be fine with, say, limiting the number of minuses put into the rare skill to 3 or 2, but prohibiting that completely feels unfair as it gives essentially a "you cannot neglect this discipline, though you can do that with everything else, just because" kind of impression.
I am also now tempted to just dump all five minuses into Force-fields, just to make a point.

I really~ like the idea of extra points, though. We essentially get the same amount of pluses as we would have by putting two bonus points into training and a prospective rare skill unlocked, even if we start with two minuses on it.
 
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From a logical and roleplaying standpoint, though, this particular minmaxing makes a lot of sense - you have a rare skill but you have been completely neglecting it, being unaware of it at first and never finding time to play catch up in an entirely new discipline once you found out. It only makes sense that it would lag far behind your general level of competence.

I would be fine with, say, limiting the number of minuses put into the rare skill to 3 or 2, but prohibiting that completely feels unfair as it gives essentially a "you cannot neglect this discipline, though you can do that with everything else, just because" kind of impression.
I am also now tempted to just dump all five minuses into Force-fields, just to make a point.

I really~ like the idea of extra points, though. We essentially get the same amount of pluses as we would have by putting two bonus points into training and a prospective rare skill unlocked, even if we start with two minuses on it.

Well, let's say that you neglect the rare skill totally. It's still leave you the same as everyone else, and not better, except terrible at using the skill.

It's the why of the additional points : you can focus more on your rare skill at the expense of other spells, or you can neglect it and put more efforts elsewhere. You can, also, devote time you could have spend on general skill on improving your rare ability.

Also, rare-skills generally come with some instinctive know-how (though it doesn't necessarily let you use it well, see the gamesverse's infodump on Carim), and generally follow the same rules as others spells, it's just that they depend on genetic and/or linker core modification that you inherited from your ancestors. So, a AAA-ranked mage descending from a summoner lineage may be able to cast a A or AA ranked summoning spell even if he or she neglected that area.
 
So, I edited the post to reflect the change. I settled on 2 - and 1 + in bonus.

Also, @Lunaryon, the rare-skill Spell eater will not require a new spell category : the spells it uses can fall under disruption (eating the mana of the spell) and information (or rather data processing, deconstructing the spell to analyse its working).
 
I would like to start writing tomorrow, so it would be nice to have a consensus at least on the familiar.

I can keep the rest of the vote going for longer if need be, but I need to know if I need to add another character.
 
[X] against familiar

Since we can get later support from TSAB Troops ,the Raptor Automotons or from Drones.
These supporters are more numerous and have a much broader application.
And they don´t cost us any points.For still doing the same thing.
 
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