Nanoha Ideas, discussion and recs thread

They had a lot of artificially intelligent, self-powered devices of mass destruction running around, such as for example the Book of Darkness. If they'd kept fighting, they might have lost the ability to stop those.

It is telling that one of the first things the newly-formed Bureau did was to ban weapons like Nukes. (Or, to be precise, a blanket ban over all non-magical based weapons.)
While the stated reasons given in the series was to keep such weapons from being used against each other, I'm also guessing that because most of them are also utterly useless against Lost Logia threats.
 
It is telling that one of the first things the newly-formed Bureau did was to ban weapons like Nukes. (Or, to be precise, a blanket ban over all non-magical based weapons.)
While the stated reasons given in the series was to keep such weapons from being used against each other, I'm also guessing that because most of them are also utterly useless against Lost Logia threats.
And unlike magical weapons, they can't be set to non-lethal mode.
 
And unlike magical weapons, they can't be set to non-lethal mode.
Technically, they can. It's just really hard to make physical weapon, say, about 80% non lethal when applied against angery belligerent. Magic had advantage of allowing 'smart' restraining that practically impossible without some advanced metamaterial stuff.
 
It is telling that one of the first things the newly-formed Bureau did was to ban weapons like Nukes. (Or, to be precise, a blanket ban over all non-magical based weapons.)
While the stated reasons given in the series was to keep such weapons from being used against each other, I'm also guessing that because most of them are also utterly useless against Lost Logia threats.
I think its more "Sure we could develop better nukes and mass based weapons that would contaminate the worlds they are used on. OR we could double down on magic that has relatively few side effects and doesn't contaminate stuff that much"

On that note, other than Precia's accident has mana poisoning been brought up in the series at all? Or is her having mana poisoning and that causing her disease just fannon that I'm remembering?
 
On that note, other than Precia's accident has mana poisoning been brought up in the series at all? Or is her having mana poisoning and that causing her disease just fannon that I'm remembering?

Mana Poisoning being the (direct) cause of her disease is fanon, but the accident being pretty catastrophic with it leaking dangerous Mana is not.

As far as I remember, the novelization of the first season had it that the accident depleted the oxygen in the atmosphere around the reactor, to the point that Alicia died from asphyxiation, while Precia managed to shield herself and a few others near her when it happened.
This was due to an unexpected reaction between the leaked mana and oxygen leading to a non-oxygen environment being generated.

In the Movie version, Alicia died from something like Mana Poisoning, but I don't remember it being elaborated further than that.
 
On that note, other than Precia's accident has mana poisoning been brought up in the series at all? Or is her having mana poisoning and that causing her disease just fannon that I'm remembering?
It's fanon mana poisoning hasn't ever come up in the series. The movie 1st commentary says Precia had somekind of respiratory illness and never went to the hospital for it despite Lynith urging her to do so.
 
It's fanon mana poisoning hasn't ever come up in the series. The movie 1st commentary says Precia had somekind of respiratory illness and never went to the hospital for it despite Lynith urging her to do so.
The Anime Disease is always tuberclosis.

Though I support abrasive particle or corrosive smoke inhalation from the experiment would do something like that.
 
Random question about Hayate and her disability; did she have feeling in her legs? I can't remember if that ever came up in the anime and am genuinely curious. Mostly because if her disability was caused by bad muscles instead of bad nerves what would stop them from making something to help her walk like what Tony Stark made Rhodey? Heck, even then if the nerves were screwed up like with Rhodey they could still set up the neve sensor on her back like what (I assume) they did for him.
 
Random question about Hayate and her disability; did she have feeling in her legs? I can't remember if that ever came up in the anime and am genuinely curious. Mostly because if her disability was caused by bad muscles instead of bad nerves what would stop them from making something to help her walk like what Tony Stark made Rhodey? Heck, even then if the nerves were screwed up like with Rhodey they could still set up the neve sensor on her back like what (I assume) they did for him.
I don't believe~ the anime ever covered why she was disabled, beyond 'the BoD did it', and possibly something about the drain on her linker core also manifesting in physical damage to her body.
 
Random question about Hayate and her disability; did she have feeling in her legs? I can't remember if that ever came up in the anime and am genuinely curious. Mostly because if her disability was caused by bad muscles instead of bad nerves what would stop them from making something to help her walk like what Tony Stark made Rhodey? Heck, even then if the nerves were screwed up like with Rhodey they could still set up the neve sensor on her back like what (I assume) they did for him.
Well, even if it was nerve damage and her muscles were fine, by the time of A's or even TOS atrophy would have prevented her from walking anyway.
I would guess that because she was able to use her legs normally once she was wearing a barrier jacket the damage was to muscles, not nerves. If it was nerve damage she probably would not have been able to use her legs with the barrier jacket. We also may have seen her moving her legs on the bed or in her wheelchair a few times (I don't completely remember) which again indicates muscle problems.
 
I don't believe~ the anime ever covered why she was disabled, beyond 'the BoD did it', and possibly something about the drain on her linker core also manifesting in physical damage to her body.

Dr Ishida did effectively say she didn't know what was the problem and they'd have to run more tests. i.e. she wasn't finding evidence of either nerve or muscle damage.

Hayate seems to be able to move her knees in the prologue to A's episode 1
 
Random question about Hayate and her disability; did she have feeling in her legs? I can't remember if that ever came up in the anime and am genuinely curious. Mostly because if her disability was caused by bad muscles instead of bad nerves what would stop them from making something to help her walk like what Tony Stark made Rhodey? Heck, even then if the nerves were screwed up like with Rhodey they could still set up the neve sensor on her back like what (I assume) they did for him.
I can't actually speak with much certainty but my understanding has for the most part been that she only has minimal feeling in her legs.

However? I'll be the first to admit that's pure headcanon, and it probably actually came after the crossover fanfic concept I had in which the detail was relevant.
 
I know it's generally not in the scope of the series, but as an aside, it makes you wonder how well they'd do against an actual 'peer power'...

At SOME point once I work through my backlog of stuff, I want to do a fic where the TSAB meets a lawful evil group called STAB (Space Time Admin Bureau) With Tanya from Saga of Tanya the Evil as their 'Nanoha.'
 
At SOME point once I work through my backlog of stuff, I want to do a fic where the TSAB meets a lawful evil group called STAB (Space Time Admin Bureau) With Tanya from Saga of Tanya the Evil as their 'Nanoha.'
Sounds like a cool concept! I might have an idea or two, depending on when I get through everything, just to make sure I haven't missed anything important. Probably not going to do a crossover if I do anything, but who knows. shrugs
 
"Nanoha, for you seeing us strip-mine a world was probably the worst thing you could imagine," Tanya noted mildly.

"Yes!" Nanoha yelped.

Tanya shrugged, "For me, it was Tuesday."
 
To be honest? One of the ideas I had was for some revenant of Belka playing a similar, albeit more serious role, if it were not for the fact that they were thoroughly taken out beforehand.

"Nanoha, for you seeing us strip-mine a world was probably the worst thing you could imagine," Tanya noted mildly.

"Yes!" Nanoha yelped.

Tanya shrugged, "For me, it was Tuesday."

Though I wonder what she would have done with the human resources first? Can't have waste, now can we? :p
 
To be honest? One of the ideas I had was for some revenant of Belka playing a similar, albeit more serious role, if it were not for the fact that they were thoroughly taken out beforehand.

Remnants do exist, just most of them learned their lesson and keep to themselves, or joined the Bureau in some manner.
You can nudge things around to have a group of diehards who didn't get the memo to try something stupid.
 
Could assume there's a surviving fragment of Belka. Not impossible.

Maybe be lead by a distant cousin of Vivio....
 
May the mod gods strike me down to the Nine Hells of Gehenna if this is a necro, but as I might have mentioned about working on something MGLN related, I have completed a system that I would like to use for a forum quest/rp. Any and all critiques are much appreciated on the basic system, such as canon compliance or mechanic issue so I can make any necessary changes. Please keep in mind that this was made for quick forum play, and not for general tabletop. Plot may be forthcoming once I actually get through StrikerS again to make sure no details were missed.

Note: Dice rolls are made with a 100-side dice. Beating a roll challenge means rolling below the threshold, and as such all merits are minuses, and demerits notified by pluses. Advantage and disadvantage (rolling multiple dice, but taking the lower or higher value respectively) stack.

Combat:

Combatants are separated into blocks, with each representing an element (Bosses can comprise of multiple elements or an entire block by itself)

Turn order is determined by lowest dice roll, with bonuses given to rank/speed rank (whichever is specified; an element can either have an overall ranking, or a split ranking based on speed, defense, power, and mana). This rule only applies to elements or element blocks that are mutually aware of each other; in surprise and ambush situations, the engager obtains a free round before turn order is determined.

Upon the first turn of an engagement, the engager can choose where to insert themselves in the block order, either at their current position or below it. Given a situation where there are no outside or inside factors affecting a typical engagement, once an attack is called, the defender can either roll to dodge or consume a reaction (one per element per round) to affect the situation in their own way (normally a spell or ability that shields, counterattacks, or otherwise interrupts). Should an attack be successful, then the difference between the dodge and attack roll, up to a usually specified ceiling, will calculate the damage taken. Should an attack bring an enemy down, unless otherwise specified, the engager can choose either a lethal or nonlethal takedown of the defender. In the case of an active or passive defense, some type of threshold must be met or passed, following which the defense collapses at the end of the round.

Three defense option types are as follows: barriers, shields, and fields. Barriers usually forgoes any dodge action, but instead acts as temporary HP, shields have a set 'dodge value' that the engager must pass (but normally only in one direction, most likely the front), while fields impose some penalty on the engager (generally by deflecting or redirecting the attack), and/or otherwise nullify certain effects entirely. Barrier Jackets/Armor act similarly to their name counterpart, only that they trade in effectiveness for persistency (i.e. they typically absorb a smaller amount of damage, but do not automatically break at the end of the round, though they do deduct from the jacket/armor temporary HP pool). Speed and dodging effects are the ones that typically affect the defender's dodge value.

Depending on rank, a character may have multiple actions and reactions, such that after gaining A, S, and SSS ranks, that character gains one more action/reaction. This can be seen in an element block, where their names may appear more than once. This does not mean that this is the limit for every individual or creature.

Attacks, depending on their specified range, will either use the melee (for close-in) or magic (for short, medium, long, and far) bonus in calculating their engagement roll. Below are the range values for each category for reference (during play, blocks can be separated into range categories for more 'theatre of the mind' games):

Close-In : 0-5 ft.
Short : 5-500 ft.
Medium : 500-1000 ft.
Long : 1000 ft.-1mi.
Far : 1+ mi.

A stealth or snipe attack will, without other factors, impose disadvantage on the defender's dodge value, not allow for reactions, as well as automatically deal damage at full ceiling value. Certain attacks will have to have these labeled as an option.

A counterattack option, which must be labeled as such, can only respond up to their written range, with the possibility to undercut said attack, which will impose disadvantage, stacked based on the total range difference (i.e. close-in using a long range spell would be 3, from long to medium to short to close-in/melee).

Area-of-Effect (AoE) will affect an entire area, and therefore cannot be subject to a counterattack, leaving only dodging and shielding as response actions. Note:An attack that affects an area WILL affect the area, not just any enemies inside (unless, of course, otherwise noted).

Homing attacks and abilities will automatically grant advantage to the engager's role, with the number of stacks calculated by spell rank and defender rank (minimum of zero). The defender rank is not used if there is a field spell or similar deflective effect active, in which case that rank will be used instead.

Disengagement from a block, unless expending a round or specific spell to do so, will invite a reaction from all elements in a block. A notable exception to this would be if one is flying, not within melee range, and no element has any anti-air reaction capabilities.

Other actions, such as shoving, grappling, etc. works as an attack, but instead of damage, the called action is taken instead. Barriers or other effects that mitigate or respond to damage do not affect these actions (ex. binding spells).

One may also take a round action to aim, and if they are still engaged with a block or block element, then they may make the attack at advantage. This does stack, but beware of giving enemies time to deal with the situation at hand.

Mana is usually depleted after every spell or ability is cast, unless they are two ranks below the caster's current overall/mana one (up to B spells and A ones after obtaining S rank), in which case, they are cast for free (aka a rank exemption). A spell in between a caster rank and two below it is cast at a half discount. Under Anti-Magic Field conditions, exemptions and discounts are unavailable, due to spells only able to rely on the caster's own mana, while under magically poor conditions only discounts are available. An attack or ability taken as a counterattack/reaction will not be exempt from consumption. Furthermore, exemptions and discounts only apply if the caster has the appropriate device.

Use of mass-based weapons, while normally not subject to mana consumption rules, will most likely have other cost to them, such as ammunition and wear. Use of them can also be a taboo depending on location, which might invite other consequences. Unintended consequences of unknown and unresearched artifacts should be assumed as a given.

Flying (as explained under Spells and Abilities) carry the risk of falling; namely should the caster lose concentration or the flying spell itself with no appropriate and/or available reaction, they may take fall damage. The caster, upon losing flight, must make a roll to beat the threshold of [100 – (altitude / 10)], with damage taken calculated by [Roll Value – Threshold], with a floor of 0. For the sake of simplicity, the caster would be estimated to fall 500 feet every round.

Detection and Skills (not to be confused with Rare Skills):

Similar to conducting an engagement, detection and skill checks involve rolling dice to meet or go below a threshold. For base skill and detection bonuses, one must have a skill listed to use their skill bonus, or have the appropriate skill category to use half of their skill bonus, rounded down. Success is defined by the following threshold:

Barely Successful : Meets Threshold
Close Success/Partial Failure : -/+ 1 to 15
Clear Success/Failure : -/+ 15 to 30
Great Success/Catastrophic Failure : -/+ 30 and up

For whatever the reason may be, anyone can choose to fail a challenge, which will be treated as a regular failure.

Skills and their Skill Categories:

Knowledge
Anatomy and Physiology​
History​
Magic​
Nature​
Science​

Mechanics and Electronics
Circuitry and Devices​
Computer Interfacing​
Design​
Materials and Chemistry​
Reverse Engineering​

Detection
Analysis​
Awareness​
Prediction​

Physical
Agility​
Concentration​
Endurance/Resistance​
Stealth​
Strength​

Social
Arts and Performance​
Deception​
Diplomacy​
Insight​
Intimidation​

The common class may choose a skill category or a skill to specialize in. All other classes start with a category and skill. Specialists gain a skill specialization at C, AA, AAA, and SS ranks, plus categories at B, A, S, and SSS ranks.

Spells and Abilities:

Spells are defined by a minimum rank to cast, range, effect and/or ceiling, tags, casting time, duration, and scale-up. For example:

Standard Shooter (Attack, Counterattack, Homing)
Rank: C
Casting Time: 1 Round Action
Range: Medium
Ceiling: 15
Scale-Up: Every rank above C gains +10 to Ceiling (+5 for every plus)

Wall (Defense, Barrier)
Rank: B
Casting Time: 1 Round Action
Range: Close-In
Duration: 5 rounds
Effect: Negate up to 50 HP damage.
Scale-Up: Every rank above B gains +15 to negated HP.

The concentration tag means that the caster must focus on the spell in order to continue its duration. Every caster can concentrate on one spell starting at B (power) rank, and gain one more concentration slot once gaining the A, S, and SSS ranks. Upon damage, the caster must roll a concentration challenge at the end of the round, with a demerit based on the amount of actual damage taken during said round; there is no base merit for concentration. The caster must pass at or below the threshold of 50 or 100 – [Total Damage Taken By End of Round], or they must lose concentration on one spell (normally of their choosing), ending its effects immediately at the start of the next round.

Starting at B rank, the caster may prepare spells in value up to their current (power) rank's mana bonus, which provides the benefit of reducing the casting time to 1 Round Action. The spell(s) remain prepared until the caster changes their prepared list, at the beginning of a day. This rank also allows for the learning and casting of flying magic, which usually has a time cycle attached that determines when the caster must consume mana again to maintain the spell/ability.

Devices take on many forms, functions, and even degrees of intelligence, though they all share the common task of compiling the mathematics needed to shape mana into functional spells. Most of their functions and forms are related to specific spells/abilities/attacks, though some might have outside functions, depending on form. Intelligent Devices can have a rudimentary personality, and might act as their own character, or even an element in a fight.

Unison Devices, the highest form of device in both intelligence and (almost certainly) power, have the ability to sync with their user/lord, provided that both are in-tune with each other. This involves the pooling of mana, as a Unison Device can have its own pool and ranking. The combined or unison rank is equivalent to one rank higher than the maximum between the user and the device. Prolonged use (as specified by the unison device description) will result in having to meet an Accident Challenge, which starts off at 75, decreasing in 10 after every subsequent roll. Use time is cumulative per day. Partially failing the challenge will place a permanent penalty of 5 each time, but allows the lord to still pass the challenge. Failing an Accident will result in a permanent penalty of 10 each time, and automatically ending the unison. A Catastrophic failure will result in the device completely taking over their lord, most likely resulting in that character's death. At the beginning of each day, subsequent decreases are erased, resetting the roll back to 75 in addition to penalties. A Great Success erases 5 in penalties. Penalties are added onto a subsequent decrease, not take their place.

Resting and Recovery:

Short of specific spells and effects, one can only regain lost HP and mana using time to rest. Taking a break or rest of 2 hours or so allows for a replenishment up to half health and mana, while a full night's or 8 hours rest will result in a full restoration. A rest does not necessarily mean sleeping all the way through; it can include light activities, meals, etc. Serious effects and injuries do not go away after a rest, and unless otherwise stated, must be dealt with via other means.

An ailment can be gained from many sources, a number of which can be attributed to catastrophic failure rolls on certain challenges, or spells and abilities. These can range from something like a sprained ankle to a missing limb or curse. These are usually dealt with on a case by case basis as appropriate.

Exhaustion follows similar rules, but is normally gained from number of weeks without rest (i.e. sleep and nourishment), and provides the equivalent number rank of penalty to roles (i.e. 3 stacks of exhaustion equals D rank or minus 1 to rolls). Going beyond a character's current rank equals death. One long rest reduces one stack of exhaustion.

And as for stats...

(Note: a '+' signifies a half rank up, while a '-' represents a quarter rank down)

RankValueMana
SSS
150​
495​
SS
70​
220​
S
33​
100​
AAA
16​
47​
AA
8​
22​
A
5​
11​
B
3​
6​
C
2​
4​
D
1​
2​
E
0​
1​
F
0​
0​

Class Bonuses

ClassHP MultiplierSkill BonusMelee BonusMagic Bonus
Common
1​
1​
1​
0​
Specialist
2​
16​
3​
5​
Mage
3​
10​
8​
15​
Knight
5​
6​
15​
10​

Base Sheet Example:

Class:Common
Rank:F
HP:
(10 + (HP Mult.* (1d100 | 50)/5)) = 10 + (1 * 50/5) = 20​
Mana:
0​
Skill:
Skill Bonus + Value = 1 + 0 = 1​
Melee:
Melee Bonus + Value = 1 + 0 = 1​
Magic:
Magic Bonus + Value = 0 + 0 =0​
Dodge:
Value = 0​
 
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I feel that the linear scaling of the Rank stats doesn't give a sense for how AAA and especially S and higher ranked mages embody abilities that approach strategic scales in effect, and that the great majority of mages aren't even capable of flight.
 
I feel that the linear scaling of the Rank stats doesn't give a sense for how AAA and especially S and higher ranked mages embody abilities that approach strategic scales in effect, and that the great majority of mages aren't even capable of flight.

Yeah, that was there for the moment, though I left a placeholder for the jump to A and S. Still have to ponder that one; i.e. how to set the curve (probs exponential). Thanks!
 
So I binged MHA the other day and saw how some characters could be replaced with others because there's not a lot that changes in the main storyline if anything happens to them. Yesterday, I got hit on the head with a pot lid and for some inexplicable reason, MGLN flashed through my mind. I spent the rest of the day in a daze as I imagined the MGLN cast doing Hero things.

So, my idea is this; a quest where either Nanoha, Fate, or Yuuno are reincarnated as kids in MHA with Quirks that reflect an aspect of their powers (Nanoha gets beamspam, Fate gets electrokinesis, Yuuno gets some variant of geokinesis that lets him restraint and sense people).

...I have no idea what this could mean besides kicking canon off the rails if they meet Midoriya or any of the 1A crew early.
 
You could also have the Nanoha cast undercover in the My Hero Academia world. Looking for a lost logia there? They could use their devices to fake Quirks...
 
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