Post by Frederic Bourgault-Christie on Sept 17, 2010 15:17:19 GMT -5
Archetypes:
Animal Gestalt
High Magus
Prestige Archetypes:
Vermin Lord
Attributes:
Basic Combat **
Luck (*: +1 dot from Luck Bobblehead)
Toughness (*: +1 dot from Toughness Bobblehead)
Save vs. Coma/Death (*: +1 dot from Bobblehead)
Regen (*: +1 dot from Bobblehead)
Magic # ***
MP #
HP #
Intelligence ***
Spellcraft ***
Sword **
Automaton/Magitek Piloting ***
Abilities:
Growth
Super Power Punch
Judgment
Loa Shield
Tentacles
Create Automaton
Lightning Bolt (Faer
unian)
Locate Object
Dimensional Anchor
Leviathan (my Shadow Dragon equivalent)
Genesis Rock
Thundara
Blizzara
Fira
Summon Capable (can possibly summon)
Magical-Adrenal Rush
Annihilate
Dessicate the Supernatural
Fly as the Eagle
Metamorphosis: Superior
Danger Sense [Minor]
Create Force Field
Invulnerability
Divine Aura
Super Energy Expulsion
Binding Cold
Meteo
D. Meteo
Twin Meteo
Black Shield
Soul Shackles
Soul Siphon (passive, 15% spell vamp)
Tormented Soil (damage and lowermagic res)
Chitin
Spider Bite
Vermin Armor
Familiar
Vermin Minion
Trance (Terra, stacks with Shadow Dragon)
Double Jump
Meltdown (FF6, Dissidia and FF8)
Holy (including Holy combo)
Tornado (wind damage, Weak Wind single-target or Weak Wind all-target)
Flood
[Ultima - 30%
EX Mode
Black Fang
Glide
Regen
Chainspell
Summons:
Bahamut
Magicite:
Gilgamesh
Equipment:
Zelretch's Blade
Dragon Armlet
Dragon Mail
Dragon Crest
Merit Award
Hextech Gunblade (+60 damage, +75 attack power,+15% life steal, +13% spell vamp)
Aghanim's Scepter
Merits:
No Friendly Fire: Magic
Quicken Spell
Improved Counterspell
Improved Initiative
Reactive Counterspell
Twin Spell
Spellcasting Prodigy
Spell Penetration
Easy Metamagic (metamagic is more efficient)
Improved Familiar
Thick Skin (improved Faerunian damage reduction)
MagiTek Piloting
Bravery Pool (can take some damage from some attacks to a pool that reduces damage instead)
Bravery System
Mecha:
Stormherald
Animal Gestalt
High Magus
Prestige Archetypes:
Vermin Lord
Attributes:
Basic Combat **
Luck (*: +1 dot from Luck Bobblehead)
Toughness (*: +1 dot from Toughness Bobblehead)
Save vs. Coma/Death (*: +1 dot from Bobblehead)
Regen (*: +1 dot from Bobblehead)
Magic # ***
MP #
HP #
Intelligence ***
Spellcraft ***
Sword **
Automaton/Magitek Piloting ***
Abilities:
Growth
Super Power Punch
Judgment
Loa Shield
Tentacles
Create Automaton
Lightning Bolt (Faer
unian)
Locate Object
Dimensional Anchor
Leviathan (my Shadow Dragon equivalent)
Genesis Rock
Thundara
Blizzara
Fira
Summon Capable (can possibly summon)
Magical-Adrenal Rush
Annihilate
Dessicate the Supernatural
Fly as the Eagle
Metamorphosis: Superior
Danger Sense [Minor]
Create Force Field
Invulnerability
Divine Aura
Super Energy Expulsion
Binding Cold
Meteo
D. Meteo
Twin Meteo
Black Shield
Soul Shackles
Soul Siphon (passive, 15% spell vamp)
Tormented Soil (damage and lowermagic res)
Chitin
Spider Bite
Vermin Armor
Familiar
Vermin Minion
Trance (Terra, stacks with Shadow Dragon)
Double Jump
Meltdown (FF6, Dissidia and FF8)
Holy (including Holy combo)
Tornado (wind damage, Weak Wind single-target or Weak Wind all-target)
Flood
[Ultima - 30%
EX Mode
Black Fang
Glide
Regen
Chainspell
Summons:
Bahamut
Magicite:
Gilgamesh
Equipment:
Zelretch's Blade
Dragon Armlet
Dragon Mail
Dragon Crest
Merit Award
Hextech Gunblade (+60 damage, +75 attack power,+15% life steal, +13% spell vamp)
Aghanim's Scepter
Merits:
No Friendly Fire: Magic
Quicken Spell
Improved Counterspell
Improved Initiative
Reactive Counterspell
Twin Spell
Spellcasting Prodigy
Spell Penetration
Easy Metamagic (metamagic is more efficient)
Improved Familiar
Thick Skin (improved Faerunian damage reduction)
MagiTek Piloting
Bravery Pool (can take some damage from some attacks to a pool that reduces damage instead)
Bravery System
Mecha:
Stormherald
- Attack System
- Targeted Deflection
- Magic Net
- Invincible Armor
- Realm of Chaos
- Restoration
- [6 elemental spells, 12 regular spells)
- Laser
- Missiles
- Vibro-Blades
- Point-defense mini-railguns
- Boom Gun
- Bahamut Iron Juggernaut Core (provides huge P.P.E., another intelligence working with the Automaton for more actions)
- Lazlo Stealth Fighter
- Bolt Beam (specialized)
- Fire Beam
- Ice Beam
- Cure Force
- Banisher
- Confuser
- TekMissile
- BioBlast
- Full Veritech size
- MegaFlare Cannon
- Dragon wings and fang
- Dragon tail, retractable, with poisonous stinger and plasma caster
- Missile Pod
- Melee Pod
Needs: Protoculture, powerful elemental spirit,
Trainers:
Golbez
Terra
DIO:
Fred
Automaton
Familiar
Leviathan
Missile Pod
Melee Pod
[Vermin Minion
[Swarms and summons
Future Trainers:
Rydia
Ogre Magi / Blacksmith
Red Mage
Black Mage
Dr. Strange
Illidan
Negi Springfield
Elminster
Magus
Tellah
Archer
Rider
Terra
Kuja
Gabranth
Shantotto
Minwu
Urza
Emiya Kiritsugu
Ideas:
Spirit Man Monster
Tower of Dharma (replace Vermin Lord once all abilities gained)
Elder Wand
Ultimate Stormherald Design:
Stormherald:
A combination of mecha technology all to form one premise: Whether silent and brewing or active and striking, the full power of a stormfront is utilized. Relevant features:
1. Lazlo Shadow Fighter stealth technology combined with other elements of stealth technology. Invisibility: Superor, Globe of Silence, conventional cloaking, Frequency Disruption, Nondetection, and traditional stealth design prevent tracking through any conventional element of the electromagnetic spectrum (i.e. no infrared, UV, nightvision), radar, sonar, sound or motion detection, scrying, detection, etc. Can also acquire the Arbiter technology to grant allies the same effect. The best stealth is available when not attacking, but lesser invisibility and stealth makes the device still hard to perceive even in combat.
2. MagiTek technology developed: Especially the Bolt Beam. Also uses the status effect dispersers to cause chaos before beginning.
3. Lyn-Srial and conventional storm technology allows the device to disguise itself as a cloud or create a full lightning storm that can be used as a weather weapon to provide effective linked artillery. Conventional “storm seeding” and weather control technology adds to this. Opponents face flooding, lightning bolts, rain, electromagnetic disruptions like St. Elmo’s Fire, etc. Eventually, the Stormherald will be upgraded to include fire and earth and be a natural disaster machine in general.
4. The Iron Juggernaut elementals stress air and water, allowing for lightning blasts, water blasts, etc. Internal spell battery draws from storm-based magic as well.
5. A radical Techno-Wizard protoculture power system interplays with the Magitek, Iron Juggernaut, and traditional fusion or antimatter to create a near endless source of energy that also greatly enhances the Reflex technology, making it as quick and powerful as lightning.
6. Dynamo Armor and Automaton technology maximizes the magic powers of the person inside it.
7. Scarab and Interceptor production alongside Protoss cloaking.
8. Jager and Veritech-style modular linkups on shoulders, hips, and throughout the machine, allowing an array of weaponry.
9. Targeting computer taken from the NG-JK1B and combined with similar technologies. This effectively neutralizes the enemy speedsters. Combined with the Cyber-Knight skill Fred has which is amplified by the suit, the Stormherald is a foe of devastating speed that effectively neutralizes both technological and superhuman approaches to dealing with it.
10. Automaton technology not only helps explain the internal spell battery’s large choice, but provides a P.P.E. battery and makes the machine capable of independently fighting, maximizing Fred’s actions when piloting the Stormherald!
11. Mystical control chamber more resembling a verdant field, inspired by Ryo-ohki’s/the Jurai Royal Family’s control systems. The actual method of control is a combination of G Gundam style tracking of movement with spell-like commands and manipulation of mystical symbols, perfect for the Sorcerer Supreme.
12. Personal barrier technology combining an array of TW barriers with Ulti-Max/Naruni-style vehicle barriers. The barrier is dynamic, moving to where it is needed most and thereby raising the resistance in those areas. This means that a scatter shot effect, fragmentation/AoE is generally not effective. Focused attacks or broad AoE is necessary. The field also functions to amplify physical blows.
13. Borrows from the Millipede and later Veritech designs by having drone fighters aside from the smallish Interceptors. Two of the drone fighters are basically pods that do not gain in size much and provide artillery support (similar to the Ichto robot), two are golem-like Iron Juggernauts to provide ground-pounding support, and two are Veritech assistants to do joint aerial maneuvers. All bits can be worked with to make Triple Techs ala Guardian Bit. Can also work with Alter Synergy. The beauty is that all the pods take up scarcely any space on the Stormherald.
14. Similarly, the legs and the torso can detach. The legs use missiles, blasters, kicks and TW attacks while the torso uses its weaponry.
15. Standard environmental protection, optics, etc., akin to the highest class Rifts/Veritech/Gundam designs.
16. Melee combat is something the device is uniquely gifted at. With its magical origins, it has supernatural strength. Any punch or strike can cut like a blade, shock like a lightning blast or punch like a hurricane’s gust. Its speed, reflexive technology, and AI make it devastatingly quick on top of supernaturally strong. It can wield a beam saber, lance or scythe and heat blades, as well as the integrated melee weapon systems in the forearms, forelegs, feet and hands.
17. Perhaps eventual integration of Eva or other biological weapon technology.
18. Transformations utilize Veritech technology alongside mystical Shrink/Metamorphosis spells:
a. Plane configuration
b. Guardian configuration (half-plane, half-man)
c. Artillery configuration (pyloned in)
d. Walker configuration
19. Conventional weapon systems:
a. Beam projector: Modular to produce either spear/lance, scythe or sword
b. Multi-gun: Carried in a mystic pocket similar to a Bag of Holding or dimensional pocket attuned to the Stormherald, produces a gun with the following cannons attached: Boom Gun (for heavy artillery), Beam Cannon (Wing Zero style – ultimate charge and brings most of the unit’s power to bear, also incorporates Arkhon Tri-Beam technology), particle beam cannon (closest analog being Naruni or the space Glitter Boy technology – close range devastating super weapon), Reflex Cannon (a disintegration beam that can typically be fired only once per fight), Destabilizer (taken from the Alpha Shadow Fighter, designed to destroy enemy shields and barriers, mystically enhanced with Dispel Magic Barrier), Rift Cannon (creates a devastating rift that tears apart that which it strikes), TK Heavy Machinegun (the default spam weapon), super-long distance sniping laser, Warp Spider cannon, and plasma napalm flamethrower
c. Alternative weapon: Modular colossal minigun (MUST be in artillery configuration), modulates between missiles, grenades, energy beams (TW – standard is a lightning attack for its ion-cannon-like anti-shield and anti-technology effect combined with traditional lasers for energy conservation)
d. Alternative weapon: Shoulder-and-back-mounted quadruple mortar system: Two forward-mounted catapults that shoot shells and two rear-mounted mortars that fire more traditional bombs
e. Two long-range missiles hid in back
f. 2 Missile pods
g. 2 Gun pods
h. Laser and machinegun blasters interspersed throughout the armor
i. Evil Eye: A device reverse engineered from Arkhon technology, fires a burst of intense radiation that not only damages armor but also humanoids and soft targets protected by both body armor and vehicles, also helps aggravate the storm effects
j. Concealed blades in the wrist
k. Storm Dragons: Coiled devices similar to Nataku’s that hound foes.
l. Bottled Demons are part of the missile stockpile.
m. Smoke dispensers
n. Black Knight’s Flail: A morning star surrounded by an electric field, an homage to the Black Knight NGR design. Hidden in the chest and able to spin and fire or to leave and trail outwards into his hand. Can levitate and be remotely controlled by a combination of magical flight and magnetism.
o. Banshee-inspired (both superhuman and the Ichto design) sonic projector contained in mouth
p. Left forearm-mounted energy bola projector that doubles as a Walter-style monofilament projector
q. Right forearm-mounted armor-destroying toolkit, all TW enchanted to tear apart armor at close range
r. Both forearms have vibro-chain weapons, vibro-claws, the above-mentioned concealed wrists
s. The metal is exquisitely designed, combined with Thorns and similar auras, to be sharp and jagged, making the entire machine when the armor is activated a sharkskin-like surface to sandpaper apart enemies
t. Tendril-like blades coming from shoulder, normally flush with system, turn into Sandrock-style heat blades amplified with TW
u. Rear mini-mine dispenser
v. Hip-mounted anti-armor charge dispenser: Circular mines that are placed onto opposing armor and blow up
w. Leg-mounted missiles, smoke dispensers, machineguns and lasers
x. Foreleg-mounted melee systems
y. Starsiege-style Repair Gun projected from waist. Used to repair allies and the projected combat drones.
z. Microwave blaster in waist below Repair Gun.
20. TW weapon systems:
a. Lightning Blaster (both palms can blast lightning)
b. Ice Cloud Blaster (a devastating device that simply unleashes a cloud of unfurling ice particles that freeze and shred everything in its path, fantastic as a flak shield to defend against missiles or to shake off enemy fighters)
c. EMP (a magical EMP generated by the powerful storm, static, etc.)
d. Blades of Will (mystical blades that combine Fred’s Psi-Swords, Frostblade, Power Weapon, etc. to suddenly jut out and bash foes)
e. Hydra Breath: Breath weapon in mouth that incorporates the sound/shockwave projector, noxious flame gas, storm blasts, ice breath, fire breath, Mist of Death, etc.
f. Bolt Beam, Fire Beam, Ice Beam, TekMissile, Heal Force, X-Fer, BioBlast, Confuser
g. Magnetizing Bolt: A special mystical attack that magnetizes the target. Dust and scrap will attach to them and cover them, slowing them down or killing them.
h. Storm’s Touch: A powerful melee field that does damage.
i. Chaos Lightning: Unique debuff-stacking Chain Lightning designed to destroy the morale and unity of enemy groups.
j. (Working on other features).
21 . Spell battery:
a. (Working on it).
Minovsky Particles
Yoink Sai Saici's design