Nanoha:Incgame

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So far, no one's found a place where it's stranger than Unadministered World 42 - a planet that seems to run on different rules than anything ever seen and recorded by the Time-Space Administration Bureau or Saint Church.
So far, no one's found a place where it's stranger than Unadministered World 42 - a planet that seems to run on different rules than anything ever seen and recorded by the Time-Space Administration Bureau or Saint Church.
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Your team of six is pretty sure that crash-landing on the continent of Fae'Run, on the planet Toril (at least, that's what the natives call it) is the very definition of a "Bad Day". The ship would probably be totaled under ''normal'' circumstances, let alone landing on a world where the parts that could be used to fix it, or another ship to get off the planet, won't be discovered for tens of thousands of years, where a vast number of coterminous dimensions exist immediately adjacent to it, and there are beings that make the near-mythical civilization of Al-Hazard seem weak by comparison, who are worshipped as gods - and as far as this world is concerned, they're probably right.
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Your team of four is now pretty sure that crash-landing on the continent of Fae'Run, on the planet Toril (at least, that's what the natives call it) is the very definition of a "Bad Day". The ship would probably be totaled under ''normal'' circumstances, let alone landing on a world where the parts that could be used to fix it, or another ship to get off the planet, won't be discovered for tens of thousands of years, where a vast number of coterminous dimensions exist immediately adjacent to it, and there are beings that make the near-mythical civilization of Al-Hazard seem weak by comparison, who are worshipped as gods - and as far as this world is concerned, they're probably right.
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Worse yet, your entire team is pretty green... And you're not certain, but the attackers very much resembled three of the greatest aces the TSAB has ever seen - Nanoha Takamachi, Fate Testarossa, and Hayate Yagami. And most of your equipment got damaged or reset in the crash, forcing you to adapt local techniques - and quickly - to make sure you can survive until it can be repaired.
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Worse yet, your entire team is pretty green... And you're not certain, but the attackers very much resembled three of the greatest aces the TSAB has ever seen - Nanoha Takamachi, Fate Testarossa, and Hayate Yagami. ''And'' most of your equipment got damaged or reset in the crash, forcing you to adapt local techniques - and quickly - to make sure you can survive until it can be repaired.
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At least you're not completely powerless, and you landed near a friendly enough town without killing anyone. In the week since you crashed right next to the walls of Candlekeep, they've helped you recover from your injuries and learn the basics of this world, not charging you their usual "fee" of the contribution of a great tome of knowledge... Yet. (One of you mentioned the Infinity Library on accident. ''Oops.'')
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At least you're not completely powerless, and you landed near a friendly enough town without killing anyone. In the week since you crashed right next to the walls of Candlekeep, they've helped you recover from your injuries and learn the basics of this world, not charging you their usual "fee" of the contribution of a great tome of knowledge... Yet. (One of you mentioned the [[http://nanoha.wikia.com/wiki/Infinity_Library Infinity Library]] on accident, though. ''Oops.'') You've picked up the basics of one or another local adventuring class to make sure you can survive until you fix your equipment.
Your initial objectives, in approximate order:
Your initial objectives, in approximate order:
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* ''Get off this crazy planet and get home!''
* ''Get off this crazy planet and get home!''
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Of course, things are never that easy, ever.
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Of course, things are never that easy, ever. But then again, you were a team chosen by Nanoha Takamachi herself.
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It's 0076 by the New Midchildan calendar, and 1372 by the local "Dale Reckoning" calendar.
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Good luck.
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== Intended Tone ==
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Silly as hell. The DM's going to screw up Forgotten Realms and Nanoha canon over and over and over again, and probably not even be entirely self-consistent.
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Your team of 4 are going to be comically overpowered for their level; the game won't be Gestalt, but you'll be able to get abilities far outstripping your intended breadth easily.
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== Schedule ==
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TBD but probably Friday late evening (Pacific) and Early Morning (Eastern).
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== Core Rules ==
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* System: D&D 3.5 with a few Pathfinder sub-ins and balance-ruining house rules
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* Starting Level: 1 with three Readjustment Point (see more below)
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* Variant Rules: No gestalt, no LA Buyoff (but see Readjustment Points), No flaws (but see Barely Feats below), Traits allowed, Rule Of Funny allowed, ''Spell Points Enabled''.
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* WBL: Characters will start with DM-defined gear packages, including both standard D&D equipment for their class and items from their ship's stock.
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* Ability Score Generation: 36 Point Buy. The TSAB doesn't give ''total'' scrubs a ship.
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* Special Mandates: Due to the Racial Limitations and other elements, you will be ''required'' to provide some background for your character. Also, your characters should have at least some quirks, due ot the tone.
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== Racial Limitations ==
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Your team is entirely TSAB-originated individuals to start; thus, your character has to be of a race that exists on the Administered Worlds.
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You may justify any D&D race's ''stats'', using some of the following rules, some creativity (to be represented with a minimum of a longish paragraph of useful text), and '''discussion with the GM''':
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* All of the allowable TSAB races are Medium. If you want to have a Small race's stats, you're a kid. (Keep in mind that Nanoha Takamachi, the Ace of Aces and the woman  who selected the people that comprise your team, was ''eight'' when she started her career as a TSAB officer. After a few months as an independent magical girl.) Large size would require a mechanized support suit or something that would require ''massive'' amounts of working with the DM (especially since such devices don't exist in Nanoha canon); anything larger than that wouldn't fit in the ship and is Right Out. 
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* Artificial Mage research was outlawed a long time ago, but Jail Scageletti (and later Precia Testarossa) completed prototypes; this can be used to justify Psionic, Incarnum, or other abnormal races. ''However'', you cannot be a clone of any significant canon character - just another of the who-knows-how-many top-ranking mages Jail or Precia were able to get needed data from.
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* Significant Canon Character means both Nanoha and Forgotten Realms canon - ''no being a clone of Elminster''.
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* [[http://nanoha.wikia.com/wiki/Combat_Cyborg Combat Cyborgs]] are illegal across the TSAB and have been for a long, long time; however, both Jail Scageletti and an unknown predecessor completed who knows how many prototypes before [[http://nanoha.wikia.com/wiki/Type_Zero The Type Zeroes]] and [[http://nanoha.wikia.com/wiki/Numbers The Numbers]] were completed; worse, when Jail realized he was licked, he sent complete copies of his research to untold numbers of individuals across the cosmos; your character could be the result of any of a number of scientists who have performed this illegal research. The TSAB's rules mandate that any ''completed'' Combat Cyborg can choose to integrate into society, so... Of course, the Nanohaverse being what it is, just about all Combat Cyborgs are female. Being a Combat Cyborg could justify a Warforged, or any number of other specialized races.
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* NON-COMBAT cybernetic implants exist and are mostly used for organ or limb replacement. In practice, any of these would be flavor text.
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* Familiars, in Nanoha's context, would be akin to Tibbits (but with a Medium human form unless they're kids) or Lycanthropes. They are also, per the name, someone's familiar, most likely that of one of your shipmates; you'll need to work with someone and the DM, but you will be granted certain abilities of a Familiar or Psicrystal based on their level.
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* Materials and Gears aren't known to exist.
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* No matter what, your character has a Dual Nature; that is, their soul and body are separate things. They may be revived by ''Raise Dead'', even if they have the Outsider type or similar.
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* Certain types will be modified by the DM.
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== Class Restrictions/Modifications ==
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* "Clerics" from TSAB-originated worlds (i.e. the PCs) can only draw power from the [[http://nanoha.wikia.com/wiki/Saint_Church Saint Kings]]; they are effectively 'concept clerics' in a world where concept clerics normally do not exist. Leveling in this class represents your figuring out how to channel your faith to cast Torilian Divine magic.
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** Paladins from TSAB-originated worlds work the same way. They're not held to nearly as anal a standard of alignment as native Paladins, due to the liberal nature of the Saint Church.
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* Druids cannot come from TSAB-originated worlds; the nature of Mid-Childan magic doesn't allow for connecting to druidic spirits.
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* Wizards will have had one week to even the basics of Torilian Arcane magic; they haven't had time to specialize yet.
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** TSAB-originated wizards, sorcerers, or people that take the relevant feat cannot take a Torilian familiar; however, if they have a Mid-childan Familiar (i.e. another PC of the relevant race), they may use that link to do many (but not all) of the same things.
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* Fighter is banned; Any martial-primary class (including but not limited to the Tome of Battle classes, Barbarian, Monk, Paladin, and Rogue) gains bonus feats at every 2nd level and counts as if they were a Fighter of their class level for access to Fighter-specific feats.
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* Psions get an extra power per level, to help them keep up with Spell Point Wizards.
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** Erudite is banned; just be a freaking Wizard!
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** TSAB-originated Psions cannot gain a Psicrystal; instead,
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* Wilders get as many powers as a Psion (but ''not'' the extra per level), to help them keep up with Spell Point Bards.
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* Psionic Rogues gain powers as a Lurk. (They do ''not'' count as a martial class for the Fighter rule above.)
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** Lurk is banned, not that you'd likely want it given the last sentence....
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* Any other class - regardless of origin - must be asked about, and either contextualized in Fae'Run, or be logically available to TSAB types.
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** Sorry, but Magical Girl is banned.
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== Devices and Readjustment Points ==
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Your characters will each have an Intelligent Device, recently given to them as part of their training - these are of a recent design and are fully usable even by Combat Cyborgs (potentially allowing them to use Belkan or Mid-Childan magic). Unfortunately, you haven't had much time to practice with the devices yet; at the game start, you can definitely use them as Storage Devices, but anything else is in question. Further, you might instead start taking peculiar native powers from Fae'Run, or develop a talent borne of your creation instead; doing so lessens your ability to work with your Device, but tends to workout in terms of what you can do.
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At 1st level, you will gain three Readjustment Points; you also will gain one more at each level after that. These points may be saved freely. Each point is good for one of the following:
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* Unlocking one Device Power for your Intelligent Device. (Some Device Powers will cost multiple points.)
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* Reactivating or upgrading an Inherent Skill or Inherent Equipment, if you are a Combat Cyborg.
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* Paying off one level of Level Adjustment. You may only pay off as many Level Adjustment points as you have character levels, or three, whichever is higher.
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* Turning a class level Gestalt; however, the second side of the Gestalt may only be used to pay for a Monster class.
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* Saving it to use for any of the above at a later level.
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Device Powers let you activate various capabilities of your device; the first Device Power unlocked is ''always'' your Barrier Jacket.
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An exact list of Device Powers and Inherent Skill/Equipment effects and upgrades will be determined later; however, feel free to chat with the DM for ideas.
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Keep in mind that your devices are NPCs; while they aren't usually very talkative, except in reaction to a command, they do have at least some personality.
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=== Storage Device Mode ===
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Every one of the party's Devices serves as a Storage Device automatically. This portable, easy-to-carry item lets you store a number of Spell Points or Power Points equal to the number you would have (before ability score modifiers) if you were a Wizard of your character level, and may be used using the same rules as a Cognizance Crystal ''as long as you have not used any of your own power points for that day yet''. (Considering using your own power points tires you, you'd be well served to use your Storage Device's stack most of the way before delving into your personal stock.)
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Characters who are of a non-spellcasting or manifesting class can take Device Powers, Inherent Skills, or Inherent Equipment effects that may give them other uses for stored points, or spend 2 of their stored points to charge 1 point in another character's Storage Device as a full-round action.
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These points recharge at a rate of one point per hour, but cannot be recharged from one's personal supply. A day spent resting, crafting, or certain other 'downtime activities' allows the device to accelerate its storage rate temporarily, refilling it to full automatically.
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=== The ''Other'' Storage Function ===
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Your Device automatically provides some extradimensional storage space as a useful adaptation for surviving on Toril.
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* At 1st level, your Device can link to any ordinary backpack's pain pocket, and two pockets on your clothes or Barrier Jacket, replicating the functionality of the main and side pockets of a Handy Haversack. You define which pockets count when you put the items on.
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* At 4th level, your Device adds a raw storage space, linked to the device itself; this space is functionally identical to a Type I Bag of Holding. At 7th, 10th, and 13th levels, it upgrades the space to the next better type of Bag of Holding; it adds another 500 pounds of capacity at 16th and 20th levels.
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None of these spaces can be pierced by objects, and do not react in any way (besides your Device getting pissy) to being placed in a Portable Hole or Bag of Holding. However, you can only store ''empty'' Portable Holes or Bags of Holding within a Device's storage functions; if either has any items inside of it, the mouth of any of the Device's storage pockets is a solid wall to them; this is an automated defense measure on the Device's part. (It can store empty devices by generating a tiny localized antimagic field to suppress their effects until they're removed; this doesn't work when they're filled.)
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=== Functionality Replication ===
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Many but not all Wondrous Items that don't belong to a specific slot (and even some that do) can be 'scanned' by your Devices. Doing so removes the magic from that item, but lets you mimic at least some of its functionality using your Device, at the potential cost of points from its storage capacity. Two random examples:
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* Scanning a ''Spice Jar'' empties the jar, leaving an ordinary jar; however, your Device becomes capable of reproducing small amounts of spices, including the magically-enhanced healing spices. Nonmagical spices cost a negligible amount of energy, but the magical spices cost one point of stored energy.
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* Scanning a ''Travel Cloak'' lets your Barrier Jacket keep you warm and dry at no cost. Further, your Device gains the capability of generating small, paper-wrapped trail ration baggies sufficient to keep you fed, and can fill a single flask of your choosing with either cool water or hot tea up to eight times per day; either or both costs one point for the day. Sadly, you lose the ability to create a tent.
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* Your party's Intelligent Devices refuse to scan ''Troll Gut Rope'' because of how pungent it smells. Nuh-uh. No way. If you wanna deal with that crap, you can carry it yourself. Eww.
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=== Barrier Jacket ===
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The very first of your Device Powers that you may unlocked is your Barrier Jacket. Any and every other Device Power has Barrier Jacket as a prerequisite, even if it doesn't say so, and most Device Powers may only be used while your Barrier Jacket is active.
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Activating your Barrier Jacket is a full-round action that triggers a thirty-second transformation sequence, which somehow ends at the end of your normal turn; it may be performed as a Standard action during a surprise round. If one member of the party activates their Jacket, other players may take their transformations as an immediate action; however, doing so still takes their entire turn (or surprise round action).
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A Barrier Jacket replaces your clothing and armor; clothing-type magic items' effects are automatically replicated by the Jacket, but Armor simply becomes inert. It provides several benefits:
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* It protects from weapon strikes with exceptional efficiency, while being light enough to not get in the way. It provides +5 Armor Class, has a maximum Dexterity bonus of 10, and no Armor Check Penalty, Arcane Spell Failure Rate, or speed penalty. It is considered weightless for mechanical (though if you were to take the whole thing off and weigh it, it'd weigh from 5 to 15 pounds, depending on your size and its specific cut).
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* It can mimic enchantment upgrades; for every two Device Powers you have unlocked, it gains a +1 bonus. When you unlock a Device  Power (even if it's not one that would give you a bonus), you can choose whether or not to spend one or more points of bonus to unlock an armor ability, as long as doing so would keep its bonus at or above +1 and at or below +5.
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* Soon after you first get an Armor Crystal, your Device will adapt to allow you to attach one to it when it is inactive (subject to the normal limitations); when you activate the Barrier Jacket, it will have the benefit of that crystal.
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* Any damage that would reduce you to Dying or Dead triggers the jacket's Emergency Mode; it automatically teleports you to a nearby safe location, notifies your allies of that location, then heals you to 1 HP. Once this happens, you cannot reactivate the Jacket until after a full day's rest; further, this function leaves you Exhausted.
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Note that your Barrier Jackets have automatically adapted to be most useful in Torilian combat situations, focusing on protection against physical blows more than spells.
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Barrier Jackets remain active for one hour after activation, or until manually deactivated (a free action).
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== Allowed Sources ==
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Absolutely anything for 3.5 or Pathfinder '''SUBJECT TO DM APPROVAL AND MODIFICATIONS'''. If it's from Pathfinder, some adaptation to 3.5 is required. The item must be completely available ''including the original fluff'' to the DM, even if it is refluffed (which is allowed and encouraged).
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Exceptions:
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* No BESM d20. Do I really need to explain why?
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* No Mutants and Masterminds, for similar reasons to BESM d20.
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* No flat adaptations from other sources. In other words, even if you can represent it entirely in 3.5 mechanical terms, no you can't have a Green Lantern Ring.
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== House Rules ==
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* No Multiclass XP penalty.
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* Your Device will automatically provide you with mundane ammunition, generating the desired number of arrows/bolts/bullets/etc. when you ready an attack with the relevant item.
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** Your Device will automatically let you use any magical ammunition you have stored anywhere within it, 'transferring' one or more to the appropriate spot when you ready an attack with the relevant item.
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* Carrying Capacity is enforced, but remember that your Device and everything stored in it is effectively weightless; that is, your capacity only matters for your worn or held equipment.
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* Alignment in Crunch is softly enforced; you can't have two things that flat out require extreme conflicting alignments, meaning no Paladin/Blackguard. Monk/Bard or Monk/Barbarian is okay, since that's not an extreme conflicting alignment. Your character's alignment does not have to hard-mesh with the requirements, subject to some GM analysis.
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* Exotic Weapon Proficiency grants proficiency with one exotic weapon per point of BAB you have.
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* Gauntlets deal unarmed strike damage or their own damage, whichever is higher.
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* Shadowcaster [[http://www.enworld.org/showpost.php?p=3273239&postcount=2 Errata]] is in play.
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* More to be lovingly copied and/or modified from Flickerdart's House Rules later. <3

Revision as of 23:20, 31 December 2012

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