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 [http://nanoha.wikia.com/wiki/Time-Space_Administration_Bureau 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 [http://nanoha.wikia.com/wiki/Time-Space_Administration_Bureau Time-Space Administration Bureau] or Saint Church.
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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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Your ship's crew is now pretty sure that crash-landing on the continent of Fae'Run, on the planet Toril (that's what the natives call it, so per policy you're going with that) 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.
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.
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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* ''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. But then again, you were a team chosen by Nanoha Takamachi herself.
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Of course, things are never that easy, ever. But then again, your crew was handpicked by Nanoha Takamachi. If you can't handle this, something's wrong.
It's 0076 by the New Midchildan calendar (three months after the end of the [http://nanoha.wikia.com/wiki/JS_Incident JS Incident], and 1372 by the local "Dale Reckoning" calendar.
It's 0076 by the New Midchildan calendar (three months after the end of the [http://nanoha.wikia.com/wiki/JS_Incident JS Incident], and 1372 by the local "Dale Reckoning" calendar.
Good luck.
Good luck.
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* [[Nanoha:IncGame:Gear Options And Class Mods]]
== Intended Tone ==
== Intended Tone ==
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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.
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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Note that the funnier or more [http://nanofate.us/sites/default/files/imagecache/node-gallery-display/f648eaa2be7a6d52b874fdeb2efc1aec.png Nanoha or Hayate] your way of breaking a scenario is, the more likely you're going to pull it.
== Schedule ==
== Schedule ==
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TBD but probably Friday late evening (Pacific) and Early Morning (Eastern).
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'''REVISED'''
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Wednesday evenings (Target start is 10 EST) due to scheduling conflicts.
== Core Rules ==
== Core Rules ==
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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.
* [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.
* NON-COMBAT cybernetic implants exist and are mostly used for organ or limb replacement. In practice, any of these would be flavor text.
* 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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* [http://nanoha.wikia.com/wiki/Familiar 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 in addition to class levels.
* Materials and Gears aren't known to exist.
* Materials and Gears aren't known to exist.
* 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.
* 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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* "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.
* "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.
** 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.
** 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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* Druids cannot come from TSAB-originated worlds; the nature of Mid-Childan magic doesn't allow for connecting to spirits of nature.
* Wizards will have had one week to even the basics of Torilian Arcane magic; they haven't had time to specialize yet.
* Wizards will have had one week to even the basics of Torilian Arcane magic; they haven't had time to specialize yet.
** 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.
** 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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* Fighter is banned; Any martial-primary class (including but not limited to Barbarian, Monk, Paladin, Rogue, and the Tome of Battle main classes) 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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** Martial Prestige Classes that do not provide maneuvers, stances, or initiator level boosts also grant bonus feats at every 2nd level; they stack for the purposes of Fighter-specific feat access only if they specify that their levels stack with Fighter levels for the purposes of such prerequisites.
* Psions get an extra power per level, to help them keep up with Spell Point Wizards.
* Psions get an extra power per level, to help them keep up with Spell Point Wizards.
** Erudite is banned; just be a freaking Wizard!
** Erudite is banned; just be a freaking Wizard!
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** TSAB-originated Psions cannot gain a Psicrystal; instead, they may gain a Familiar using the same rules as Wizards, instead granting Psicrystal-type abilities.
 
* Wilders get as many powers as a Psion (but ''not'' the extra per level), to help them keep up with Spell Point Bards.
* Wilders get as many powers as a Psion (but ''not'' the extra per level), to help them keep up with Spell Point Bards.
* Psionic Rogues gain powers as a Lurk. (They do ''not'' count as a martial class for the Fighter rule above.)
* Psionic Rogues gain powers as a Lurk. (They do ''not'' count as a martial class for the Fighter rule above.)
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=== Barrier Jacket ===
=== 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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The very first of your Device Powers that you may unlock 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.
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).
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).
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:
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 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). You always count as being proficient with a Barrier Jacket.
* 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. You can also remove specific enhancements, returning their bonus to the general bonus, as long as the bonus remains in the range of +1 to +5.
* 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. You can also remove specific enhancements, returning their bonus to the general bonus, as long as the bonus remains in the range of +1 to +5.
* 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.
* 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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Barrier Jackets remain active for one hour after activation, or until manually deactivated (a free action). A player can 'recharge' the Jacket as a full-round action to reset the timer.
Barrier Jackets remain active for one hour after activation, or until manually deactivated (a free action). A player can 'recharge' the Jacket as a full-round action to reset the timer.
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Unlike most armor and robes, a Barrier Jacket can be worn by a Warforged-type Combat Cyborg; it's armor replaces (and does not stack with) any plating they have for the purposes of calculating Armor Class. This does ''not'' negate any Arcane Spell Failure rate their plating causes, as the weight is still there.
=== Other Device Powers ===
=== Other Device Powers ===
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* Bows and crossbows add 1/2 Dexterity to damage.
* Bows and crossbows add 1/2 Dexterity to damage.
** This is in addition to Strength to damage for Composite Bows.
** This is in addition to Strength to damage for Composite Bows.
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** The Crossbow Sniper feat does not exist; any feats that have it as a prerequisite don't.
* Ranger's Animal Companions gain abilities like a Druid's Animal Companion would. Paladins gain their mounts at level 3, and count as two levels higher for mount abilities.
* Ranger's Animal Companions gain abilities like a Druid's Animal Companion would. Paladins gain their mounts at level 3, and count as two levels higher for mount abilities.
* Paladins may progress in Prestige Classes without sacrificing their ability to progress in Paladin; however, no single Prestige Class may have more levels in it than they have in Paladin while doing this.
* Paladins may progress in Prestige Classes without sacrificing their ability to progress in Paladin; however, no single Prestige Class may have more levels in it than they have in Paladin while doing this.
* You cannot trade away an ability for an ACF if it's already been modified by another ACF.
* You cannot trade away an ability for an ACF if it's already been modified by another ACF.
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* In order to gain a benefit that requires a cost, you must pay that cost; if you mitigate all of the cost away, you're not paying the cost and the benefit does not happen.  
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* In order to gain a benefit that requires a cost, you must pay that cost; if you mitigate all of the cost away, you're not paying the cost and the benefit does not happen. (Limited exception if the mitigation itself has an equal or greater cost.)
* Leadership, Thrallherd, etc. are a no-go - your team is trying to get ''off'' of Toril, not gain power ''on'' it! (Also, TSAB regulations frown on using psychic powers to brainwash people.)
* Leadership, Thrallherd, etc. are a no-go - your team is trying to get ''off'' of Toril, not gain power ''on'' it! (Also, TSAB regulations frown on using psychic powers to brainwash people.)
* Your Device qualifies you as a spellcaster for the purposes of Craft (Alchemy).
* Your Device qualifies you as a spellcaster for the purposes of Craft (Alchemy).
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* Two-thirds HP per hit die, rounded up. (d4 = 3, d6 = 4, d8 = 6, d10 = 7, d12 = 8).
* Two-thirds HP per hit die, rounded up. (d4 = 3, d6 = 4, d8 = 6, d10 = 7, d12 = 8).
* At first level, you gain a number of bonus HP equal to your CON ''score'' instead of your CON ''mod''.  
* At first level, you gain a number of bonus HP equal to your CON ''score'' instead of your CON ''mod''.  
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* Nonlethal damage works a little different in this game, since most Device Powers will use nonlethal damage by design. (Often highly destructive nonlethal damage.)
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** Nonlethal damage can be typed like lethal damage. That is, you can have fire nonlethal, lightning nonlethal, etc. with no problems.
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** Nothing is immune to nonlethal damage; immunity to nonlethal damage is instead DR 10/lethal, unless they already have DR 10/Whatever.
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** Healing (magical, fast healing, etc.) restores lethal damage first, then nonlethal, rather than both at once.
=== Skills ===
=== Skills ===
Skills are a combined and modified list, as follows:
Skills are a combined and modified list, as follows:
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* Acrobatics (DEX): Balance, Jump, Tumble
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* Athletics (STR): Climb, Jump, Swim.
* Stealth (DEX): Hide, Move Silently.
* Stealth (DEX): Hide, Move Silently.
* Legerdemain (DEX or INT): Sleight of Hand, Open Lock, Disable Device
* Legerdemain (DEX or INT): Sleight of Hand, Open Lock, Disable Device
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=== Making Magic Items ===
=== Making Magic Items ===
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Your characters will be able to make Magic Items using either Torilian or Mid-Childan magic if you have the relevant Item Creation Feat and a number of ranks in Knowledge (Mid-Childan Arcana) equal to the character level prerequisite for that feat (even if you gain that feat at a level below the prerequisite somehow).
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Your characters will be able to make Magic Items using either Torilian or Mid-Childan magic if you have the relevant Item Creation Feat and a number of ranks in Knowledge (Mid-Childan Arcana) equal to the caster level prerequisite for that feat (even if you gain that feat at a level below the prerequisite somehow).
Constructing these items using Mid-Childan magic requires hunting down ways to build the advanced components, costing 20% more for base materials than. Further, the results cannot be sold, due to TSAB regulations on letting magic-scale technology loose on Unadministered Worlds. Only characters with a Device can use Mid-Childan magic items. On the other hand, they work in Anti-Magic fields, are not screwed up in Wild Magic zones, and can't be detected using ''detect magic'' or the like, which may give you some major advantages.
Constructing these items using Mid-Childan magic requires hunting down ways to build the advanced components, costing 20% more for base materials than. Further, the results cannot be sold, due to TSAB regulations on letting magic-scale technology loose on Unadministered Worlds. Only characters with a Device can use Mid-Childan magic items. On the other hand, they work in Anti-Magic fields, are not screwed up in Wild Magic zones, and can't be detected using ''detect magic'' or the like, which may give you some major advantages.
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* Combat Casting
* Combat Casting
* Combat Expertise
* Combat Expertise
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* Craft (X Shiny Magic Item)
* Diehard
* Diehard
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* Dodge
* Endurance
* Endurance
* Eschew Materials
* Eschew Materials
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* Improved Turning
* Improved Turning
* Improved Unarmed Strike
* Improved Unarmed Strike
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* Mobility
* Point Blank Shot
* Point Blank Shot
* Precise Shot
* Precise Shot
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* Trample
* Trample
* Two-Weapon Defense
* Two-Weapon Defense
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* Two-Weapon Fighting
* Weapon Finesse
* Weapon Finesse
* Weapon Focus
* Weapon Focus
* Weapon Specialization
* Weapon Specialization
* Whirlwind Attack
* Whirlwind Attack
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Other examples known include, but are not limited to:
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* Agument Healing
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* Psionic Body
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* Sacred Vow (But not Vow of Poverty nor Vow of Nonviolence)
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* Subsonics
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== Characters So Far ==
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* '''Irina "Backblast" Volker (Played by Emerald):''' Whisper gnome (Races of Stone) Unarmed Swordsage (Tome of Battle), and/or [http://www.myth-weavers.com/sheetview.php?sheetid=492459 Fist Elemental]. Small girl from an Unadministered World who subscribes to the Nanoha school of diplomacy.
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* '''Uaz (Played by Flickerdart):''' [[Tome Dragon Class for Neko|Tome Dragon]]
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* '''Sairen (Played by NineThePuma):''' Warforged [http://www.giantitp.com/forums/showthread.php?t=192374 Elocator]. Combat Cyborg with a secondary focus on transportation.
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* '''Sarah (Played by NotPanda):''' Bard. Artificial Mage created to be an Idol singer.
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* '''Akai (Played by Malanorea):''' Human Healer/Warmage. Trained by the Saint Church in faith, and by Nanoha in Full Power Total Destruction.

Current revision as of 06:35, 23 December 2013

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