Nasuverse You're trapped in FRO!

gwonbush

Well-Known Member
Daniel's generation system tends too high, especially in quality. By this system, quantity averages out at about 24 circuits, while the average magus is 20, so I'd suggest dropping a die down to 5d6 or keeping it at 6d6 but dropping the roll another die on 6s.

As for quality, note that Rin the super amazing magus from a strong line has a max output of 1000 with 100 potential circuits (including crest) to channel through. This means a quality of 10 units a circuit. I'd say 2d6 (no rerolling 6s) or 3d4 would make a much more accurate number.
 

Prince Charon

Well-Known Member
gwonbush said:
Daniel's generation system tends too high, especially in quality. By this system, quantity averages out at about 24 circuits, while the average magus is 20, so I'd suggest dropping a die down to 5d6 or keeping it at 6d6 but dropping the roll another die on 6s.
Good point.


gwonbush said:
As for quality, note that Rin the super amazing magus from a strong line has a max output of 1000 with 100 potential circuits (including crest) to channel through. This means a quality of 10 units a circuit. I'd say 2d6 (no rerolling 6s) or 3d4 would make a much more accurate number.
Rin has around 70 circuits (40 natural plus an uncertain number of substitutes, which might be 30, or might provide 30 'units of prana' each), I think, and given that Shirou's circuits are supposed to be of poor quality at ten per, I'd say something is off. Then again, numbers in Nasu, especially relating to prana capacity, are generally random-seeming, rather than consistent. It's likely that he only threw out prana numbers to say 'she is stronger than him, to roughly this degree', and how much prana is in a 'unit' varies by who he's comparing. He's also said that Rin has a prana capacity of 500, at one point.

Best to just let daniel (or in-story, Kayaba, Ilya, and/or another experienced magus, Magician, or magecraft-user) describe a consistent set of numbers.
 

Garahs

Well-Known Member
I'm not sure why circuit/capacity is important for a story outside above, below, average, and unusual, but sure I'll use Daniel's generator.

Circuit Count
1,2,2,4,5,6
Reroll
5 = 25

Circuit Quality
1,2,4,5,6
Reroll
6
Reroll
4 = 28

Total capacity = 25 * 28 = 700 Prana

Number of Elements
1,2 = 3

3 Western Elements

5 - Ether
1 - Fire
3 - Water

I'm not even sure what I would do with that for spells, though I guess I could go as a Final Fantasy style red mage and toss heals and nukes. I guess I could make a scalding attack. If I was really vicious, maybe a hydrogen bomb of some kind, though I'd pretty sure that would be very dangerous to experiment with. I think I have about average units?

As for focusing on familiar creation which I'd prefer, I think blood is primarily effected by water, so I should still be good there. I'm not too familiar with ether, so I don't know how much it could help me outside strengthening unless it could allow me to install magical traits, which would be nice.
 

gwonbush

Well-Known Member
Prince Charon said:
gwonbush said:
As for quality, note that Rin the super amazing magus from a strong line has a max output of 1000 with 100 potential circuits (including crest) to channel through. This means a quality of 10 units a circuit. I'd say 2d6 (no rerolling 6s) or 3d4 would make a much more accurate number.
Rin has around 70 circuits (40 natural plus an uncertain number of substitutes, which might be 30, or might provide 30 'units of prana' each), I think, and given that Shirou's circuits are supposed to be of poor quality at ten per, I'd say something is off. Then again, numbers in Nasu, especially relating to prana capacity, and generally random-seeming, rather than consistent. It's likely that he only threw out prana numbers to say 'she is stronger than him, to roughly this degree', and how much prana is in a 'unit' varies by who he's comparing. He's also said that Rin has a prana capacity of 500, at one point.
The inconsistency in Rin's capacity doesn't exist. 500 is the amount she always has in her, 1000 is her maximum capacity. Even assuming only her personal circuits are involved in that capacity, that is 25 units a circuit for her amazing circuits. Using this number, I'd say 3d6, add an extra die on a 6 would make the average closer to expected totals, while still allowing for exceptional outliers

Now Shirou on the other hand apparently only has a capacity of 20 or 30 with his 27 circuits despite projection costing around 5. So there's definitely something screwy going on with at least one of those numbers or the assumption that Circuits*Quality=Capacity.

To make matters more complicated, the amount of prana a circuit can channel at once isn't the only metric. There's also the rate at which it can empty, which is something Aoko's circuits excel in to the point of absurdity. Aoko's circuits at full speed are audible.
 

Nephirin

Well-Known Member
gwonbush said:
Now Shirou on the other hand apparently only has a capacity of 20 or 30 with his 27 circuits despite projection costing around 5. So there's definitely something screwy going on with at least one of those numbers or the assumption that Circuits*Quality=Capacity.
There's two things that go on with Shirou. The first is that he generally doesn't "mass" project. The one time he does, against Gilgamesh, he's borrowing on Rin's prana to do so. The second is that a magi can go beyond their limits-- it just becomes increasingly likely that they'll self-destruct if they do so. Shirou uses the metaphor of a car for this. You can hold the gas pedal down and push an engine past its normal limits, but the engine is going to burn out and die in the process.
 

gwonbush

Well-Known Member
What I mean is that if Circuits*Quality=Capacity, then that would put Shirou's circuit quality at roughly one unit at a time, when the same scene mentions that projection costs five (and reinforcement two). Throughout most of the story, Shirou is only using one circuit, sometimes two. This means that every time he projects he would be forcing five times the capacity of the circuit through it.
 

Nephirin

Well-Known Member
Hum. I don't recall for sure. Does he do any really major projection before opening his circuits? I know projecting Kanshou and Bakuya is what forced them open in UBW.
 

daniel_gudman

KING (In Land of Blind)
Staff member
Garahs said:
I'm not sure why circuit/capacity is important for a story outside above, below, average, and unusual, but sure I'll use Daniel's generator....

I'm not even sure what I would do with that for spells, though I guess I could go as a Final Fantasy style red mage and toss heals and nukes. I guess I could make a scalding attack. If I was really vicious, maybe a hydrogen bomb of some kind, though I'd pretty sure that would be very dangerous to experiment with. I think I have about average units?
It's not really important; I've already said I'll be playing my cards tighter to my chest in-story and only vaguely referring to people relative to some poorly defined average.

But, for Circuit parameters (and Elements too actually), I want to have a pretty clear idea of what the distribution curve looks like, so that at the very least, my vague references are internally consistant.


I already had Ilya say that nuclear alchemy is, like, stupid hard for the results it produces.

As for Garahs personally! Off the top of my head, things that occurred to me immediately:

Water + Fire = Steam / Ice => Thermal engines!

Water + Ether = Mana potions
The "evaporation rate" might be pretty crap so they might lose like 20%/hour or something at first, but with guts and practice, you could become a special kind of Crafting player I haven't featured yet...?

Fire + Ether = Kitsunebi, or Foxfire...?

Well, that's off the top of my head.

What about Reinforcement and Alteration?


Nephirin said:
Does he do any really major projection before opening his circuits?
Yeah, there was a space-heater in his shed, and the magical duplicate he made like three years ago; Rin was like "what the hell is this?" when she found it.


Circuit Parameter Generation
I fixed the 1-11 thing; like HH guessed, that was a typo, it was supposed to be 2-12. I just used the LIST tag and didn't think about it.

gwonbush said:
Daniel's generation system tends too high, especially in quality. By this system, quantity averages out at about 24 circuits, while the average magus is 20, so I'd suggest dropping a die down to 5d6 or keeping it at 6d6 but dropping the roll another die on 6s.

As for quality, note that Rin the super amazing magus from a strong line has a max output of 1000 with 100 potential circuits (including crest) to channel through. This means a quality of 10 units a circuit. I'd say 2d6 (no rerolling 6s) or 3d4 would make a much more accurate number.
I agree that 5d6 is a better fit. I ran a spreadsheet that rolled up 250 characters either way, also that rerolled on 5s and 6s for both (I just made number/size/reroll inputs to an excel VBA function).

Results:

Number of Dice______5_________5_________6_________6
Reroll on___________5+________6_________5+________6
MAX_________________68________50________84________53
AVERAGE_____________26.7______20.9______31.4______24.8
MEDIAN______________26________19.5______30________24
MODE________________26________15________31________24
90% MEAN____________26________19.5______29.7______23.6


As for the "quality" thing, Shirou only had about 20-30 units when he had a few Circuits open and he was working them really hard.

Projection, at five units, can't be too expensive for Emiya Shirou, age nine, using exactly one crap-quality temporary, artificial Circuit.

I don't necessarily buy that Rin is a super-amazing magus. I'll stick her a standard deviation (maybe two) above average for Circuit Quality, but in addition to the Average One thing...?

Well, maybe there's a positive correlation between Circuit Count and Number of Elements, but that's more complicated then I necessarily want this model to be.


Element Generator
Valint said:
I don't really have a handle on what the actual elemental distribution is in canon. My assumption was that having a single elemental affinity would be overwhelmingly the default, with two elements being outside the norm but still somewhat common, and anything beyond that being worthy of note. I'm not sure I have any basis for that assumption, however.
Of the five magi that explicitly have their elements named, two are Rare, and the rest are capable of at least two.

Shirou: Sword (possibly changed by Avalon)
Sakura: Imaginary Numbers (Zouken also installed Water in her)
Rin: Average One
Kiritsugu: Fire and Earth
Kayneth: Water and Air

Tokiomi also used (only) Fire magic, but then again, he spent Fate Zero doing nothing until he got ganked; the closest he ever came to "fighting" was sitting around with Gilgamesh, or maybe slapping down Kariya.

So this is a terrible sample size, but I guess it indicates that Rare aren't, like, impossibly rare, and also that having multiple Elements might actually be more common than one Element; although the median is still probably like two or three.

Other Element Gen systems...

1) My first thought was, like, roll 5d3, one for each of the Five Elements, and if you get a three, then you have that Element.

Maybe flip a coin for East/West.

But, what if you don't roll any threes? That would be (2/3)^5 = 13.2% probability; 1 Element would be, (1/3) * (2/3)^4 = 4.4%, and would go down from there, until Average Ones are (1/3)^5 = 0.4% probability.

So that was even farther from distribution of Elements I was initially thinking about in the population.

If you flip it around (2/3= "have Element"), then it means "Average One" is the most common specific Elemental combo. Make it an even heat (1/2 = "have Element") then all specific combinations are equally likely.

I really liked that approach, but fundamentally, the distribution just won't work the way I want it to.

So then maybe...

Roll 1d6.
  1. Fire
  2. Earth
  3. Water
  4. Air / Wood
  5. Ether / Metal
  6. Rare
Reroll on anything other than 6.
If it's something different (except 6), add that to your list of Elements.
If it's something you already have (or Rare), stop rolling. Your list is complete.

I feel like this is a little better, although the probability of a Rare might be higher than people expect.

If I throw away the constraint of a "dice that actually exist", then roll 1d11:
  1. Fire (West)
  2. Earth (West)
  3. Water (West)
  4. Air
  5. Ether
  6. Fire (East)
  7. Earth (East)
  8. Water (East)
  9. Wood
  10. Metal
  11. Rare
Then, on non-rare, roll 1d5 for the rest of your elements, or a 1d6 with a "nothing" result, if you want to increase the rarity of multi-elements. (Or even a 1d7 with two "do not pass Go" results, I suppose).

I feel like that's the most elegant in terms of design... except for the part where you need to roll a dice that doesn't exist (2d6 wouldn't work out, obviously, because each value has a different probability).

So that's that.

I'm also interested in seeing someone build with Elements of:
1) Air or Ether
2) Wood or Metal

That is to say, someone with "mixed" Elements that's, like, heterozygous for Eastern/Western Elements; a mutant like that would be a good candidate for "Ilya's Pokemon".

Basically, in the end, just do whatever you want.

But leaving all that aside:


Don't think, feel
Prince Charon said:
Due to reading comments about the [Element Generating System], I'm going to skip that until daniel_gudman says whether he's changing that, and if so, to what.
To my thinking, this is like, facing exactly backwards.

This isn't, like, a way to generate a roll up a DnD character, this is a springboard to start from and work towards something. Like, if you start getting an image in your head, and the numbers don't match the image, change the numbers, not the image.

Or from another direction, just use chargen as a springboard to create a fictional character.

If I was concerned with something like "game balance for a table-top RPG" or whatever, then I'd start from a point-buy system and work from there; then something like random chargen would reel out a "random package" with an associated point-cost that you could massage to match how many of your character points you wanted to sink into "magical traits" or whatever.

So I might even encourage you to roll up your elements/circuits more than once and pick the one you think is viscerally "closest to you", rather than roll up once...?

Example Character
Here, I'll roll up Captain Eyeballs (from the bottom of the linked post). This character is probably going to show up.
5d6 Circuits (reroll on 6): 19
5d6 Quality (reroll on 6): 15
(I don't know what the specific dice where because I just grabbed the top two rows from the matching CHARDICE column mentioned above).
Total Capacity: 304

Elements:
Drachsor style:
2d6 = 12 => Average One
1d6 = 5 => Eastern

my first pass:
2d6 = 6 => One Western Element
1d6 = 1 => Fire

zeroth pass (independent rolls):
1d2 = 1 => Eastern
1d3 = 2 => Fire = No
1d3 = 1 => Earth = No
1d3 = 3 => Water = Yes
1d3 = 3 => Wood = Yes
1d3 = 3 => Metal= Yes

my second pass (1d11 + 1d6 thing):
1d11 = 1 => Fire (West)
1d6 = 1 => Fire (again) (no more rolls)

So I guess that converges on either only Fire (Western), or having many Eastern Elements?

Well, as someone built form the concept "getting scouted by Ilya", they might have a Rare Element; Fire => Energy + eye-related => Element = "Light" or something?
Maybe make it the (relatively common) "Holy", but that's got a little too much baggage.

Other parameters...

Gender:
M/F? = Female

Ah, wait, if it's eyeball-related, let's make her a tetrachromat?

Yeah, and if we want to drive towards that being, like, her defining feature, then we take away every other possible thing that distinguishes her: mediocre at sports, not particularly smart nor inclined towards academics, no remarkable friendships, nothing like that; we can feed that into her being "someone that only watches", a wall-flower, and tie her personality into her magecraft direction. Yeah, and that overlaps with her "below average but not remarkable" numbers for her Circuits.

Okay, that's a pretty good foundation for her personality... since I already did that "insecurity" thing with Silica, we'll make her preversely proud of her mediocrity, someone that brags about being a "natural C student" with hobbies like "observing more interesting people"; if we're going to have her develop unique magecraft of her own volition, in that sense, she should have remarkable self-confidence to hare off into the woods and become a weird ultra-specialist?

Plus if she's a tetrachormat, the colors in SAO might look strangely washed-out to her, like they're too flat, because VR is used to feeding information to a normal human eyeball that sees three colors; so dealing with that annoyance would be her first push, recovering that becomes her first spell:

Alteration Specialization: 4th Color
Adds an additional band of color-sensitivity to vision, like installing additional cone-cells in the eyeball. At higher levels, multiple wavelengths, or wavelengths beyond the normal visible spectrum, can be added. (Eg, infrared-vision, ultraviolet-vision, and further either way).

...with metal element, maybe braching out to cone-cells with tiny grains of metal that react to magnetic fields? Ducks can do it.

Wood element => photosynthesis => conversion of light into prana? Probably, would get sealed as a heresy, because it's "not really vision magecraft".

Well, giving her "lots of Elements" is too far away.

Without Ether, getting prana-vision would probably be somewhat difficult, so she might resent Kirito for that; also, be tempted to steal a certain spell from the Paladins (she's too prideful to buy it, but not prideful enough to steal it? Ah, another troublesome heroine).

...Maybe I'll give her a "Rare Element", but she doesn't even know, because she never did the Element ID quest in the first place? If she's still focused on her Alteration magecraft, she might not even try. But if she did, then she might "seal" her element because she's not appropriate as a Protagonist. ...But cutting off her own chances like that, that might be loading her up with too much mental baggage that she would actively deny that?

High-def vision is the most straight-forward use of vision Reinforcement.

[Night Vision] is the example of a "skill that has been replaced with magecraft" so she can chase after that literally, huh?

Polarized light perception is relatively common in the animal world, so that's a given, although I'm not sure what it does for you.

Other spells....
Fake Second Eye
Closing an eye and attaching its vision to a talisman (much like Hexadecimal did on the Slime Floor). However, this girl would consider it an incomplete solution from two directions:
1) Shutting off "natural" vision
2) Needing the talisman

To address (1), training herself to accept visual input from 3+ eyes sounds like the obvious, just-the-right-amount-of-crazy solution.

As for (2), that just requires going to straight-up clairvoyance, although that might be more difficult than she expects.

Of course, creating familiars that exist only to be remote cameras is another natural use, and just as obviously from point (1) right up there, she'll train herself to accept "two (or more) viewpoints".

Those familiars could also "naturally" have that enhanced-type vision that can see in the dark and also x-rays and stuff, so we're starting to push her towards something like, "local omniscience" as an endstate...?

So someone that's totally gangbusters at mapping and spying, but not all that great at fighting? Someone who Scouts on the Front Line or Midlines, but doesn't ever participate in Boss Fights.

Well, in conclusion, looking at what I've gotten developed here, my point is, just use the random-trait generator to come up with stuff to work with, because speaking selfishly, the bald numbers are like the least interesting part of your post; if it's just rolling the numbers, I can do that another 250 times just by clicking F9 in my excel spreadsheet.
 

Valint

Well-Known Member
daniel_gudman said:
So this is a terrible sample size, but I guess it indicates that Rare aren't, like, impossibly rare, and also that having multiple Elements might actually be more common than one Element; although the median is still probably like two or three.
Here's what Fate/Complete Material III says:
What determines what kind of attributes a magus' magic is going to be likely to have, or what kind of magic the magus is going to have good chemistry with, is going to be the element aligned with the magus.

In addition to the five great elements of earth, water, fire, wind, and sky (ed. note: sky = ether), there's the imaginary elements of Hollow and Nothing, for a number of seven.

Some of the five elements will differ according to the school of magic. A famous one is a style in which the five great elements are formed from wood, fire, soil, metal,and water.

Basically, one magus has one alignment, but sometimes there are magi with two alignments (like fire and earth, wind and water) and there are also those called "Average Ones" who have all the five great elements.

Matou Sakura normally would have been a holder of the imaginary element of Emptiness. However, through her magic training, hers had been changed to the water alignment of the Matou line, so she couldn't exhibit her true talent.
I took this to say that having only one elemental alignment is the norm, though there are exceptions.

Though, of course, beyond issues with whether this was translated correctly, whether it's canon or whether you want your world to go a different way, it's entirely possible that Kayaba is playing around with alignments as well, meaning that affinities are playing by a new set of rules in SAO.
 

Nephirin

Well-Known Member
Yeah, there was a space-heater in his shed, and the magical duplicate he made like three years ago; Rin was like "what the hell is this?" when she found it.
No, I meant Noble Phantasm level of projection. The 'projection is five units of prana' comes in reference to making weapons, after all.
 

Prince Charon

Well-Known Member
OK, rerolling Circuit Count:

5d6+0
1,6,1,3,6+0 = 17

1d6+0
6+0 = 6

1d6+0
5+0 = 5

1d6+0
4+0 = 4

OK, that shows a nice bit of randomness, one less die, and I've got 32 instead of 27. Since Quality was not altered, I won't reroll that unless daniel_gudman requests it, which given his comments on [Elements], above, I kind of think he won't.

Circuit Count: 32
Circuit Quality: 31
Total Circuit Capacity: 992

Yeah, still a [Frontliner].

As for [Elements], given his 'change the numbers' comment, I guess that system is mostly there for anyone who isn't sure which [Elements] to use. So, I might try rolling with each of the offered systems to see the result (if I can find a dice roller that both allows dice that don't exist, and does not give impossible results on them - seriously, a 13 on one roll of 1d6?!), but for now, I really like the eccentric version I came up with before: Ether, Demons, Wood, and Metal.

EDIT: Then again:
daniel_gudman said:
Mokofooja said:
2) We know that it's possible to have both a regular element and a rare element at the same time (see: Sakura) but the case we have is an artificial case. Would it be possible for a magic user to *naturally* possess one or more traditional elements AND one (OR MORE???) rare element(s)? Canonically or FRO verse, preferably both.
2) My headcanon is: If you have a Rare Element, you have exactly one element, and that's it. So, in my understanding of canon and how I'm writing this, [Protagonists] only have their one Rare Element.
...Since Zouken knows how to add Elements to people and presumably taught Kayaba about it, and Kayaba's been getting a lot of practice at that recently, there might be a quest to add Elements once that little side-project gets all the bugs worked out.
Does [Demons] count as a [Rare Element]? The wiki doesn't refer to it as such, instead calling it the [Sixth Imaginary Element], but it isn't one of the five from either the [Western System] or the [Eastern System]. Mind you, being a test subject for the process of adding [Elements] would be unsurprising in this context (we're all test subjects, anyway), and joining a quest to [Add Elements] is something I might do, especially if 'I' have some objections to my natural [Element] ('guy with [Demons] as his only natural [Element]' sounds like one of Ilya's pokemon, so that fits). Thinking about it, I'd probably do it even if I had an [Element] or [Elements] that I really liked, both out of curiosity, and due to my tendency to prefer versatile characters (not in the sense of 'can do everything', but rather 'can do lots of things outside of specialization, so the party isn't totally screwed if something happens to the expert' - not an option in every game, of course).
 

lhklan

Well-Known Member
Edited: Find the site for dice roll. WIll post full stats later.
 

Halcyon7

Well-Known Member
My point still stands. Regardless of my meta-knowledge of how [Hatred of Magic] is probably the most likely trait to get me on Kayaba's shit-list and hence a enormous death flag, I can't help the fact that I know how I would react, and I would definitely go full witch hunter.

Meta-wise, I think it would be interesting to see more characters like Argo who can't do magic but are powerful regardless.
 

fitzgerald

Well-Known Member
Lets see using the generation system

Circuit Count: 52 (1, 6, 6, 5, 5. 3) + (5) + (6, 6, 6, 3)

Quality: 17 (4, 4, 4, 4, 1)

Total Prana Capacity:

52 * 17 = 884


Elements

Earth and Water (Western)


Fitzgerald is likely a Midliner / Magic Crafter who wields a sword and buckler in combat. However his primary focus is in Golem creation.
 

Abendroth

Well-Known Member
I'm just going to create an NPC for the hell it.

If I start as "one of Illya's pokemon" that means I want a rare element. The first thing that comes to mind is " division". But then shouldn't there also be "multiplication"?
"Division" sounds too much like " severing and binding," so I'm going to go with " Multiplication".

This makes me think of a really outgoing kind of guy. Not quite a jock. I don't think he was hugely popular but decently so.

I'll say he's really proud of his element. He thinks his element is just totally cool. He really likes to talk up his element, but maybe more than he should?

I don't think he's super driven though. I guess he's a jack of all trades, master of none? But he has to have some ambition, and he wants to show off his element. Ah, I've got it. He was not a beta tester and he's not super brave so he got a late start in the game. He wants to make it to the front lines but he spends most of his time guarding the gatherers so the progress is only decent. Being scouted is a big deal for him.

His element really is pretty useful. At the basics you can multiply the force of the strike, or possibly of a spell. You can also make more of an object easily. Maybe he can create throwing pick storms? More esoterically, maybe he can be used to give people multiple elements. Maybe he can try to give himself multiple elements?

Perhaps he can multiply gravity to create a knockoff of the DDA's magic? He might also be the guy to invent shadow clones, and I guess his copying of objects can be a kind of low rent UBW. I guess that makes his and the state "an army of one".

I'm imagining him as a spear user, probably has a mix between tank and DPS. I guess that fits with the "jack of all trades and master of none" above, huh?
 

zerohour

Well-Known Member
I would probably try to be a monk type character. I would probably favor agility over strength in a 3:2 ratio, maybe a bit higher than that.

I wouldn't use a weapon. I'm too big a fan of the barehanded swordblock and kung fu beating up armies, so that's what I would aspire for. Probably do fairly poorly without a weapon until I unlocked the [Iron Fist] skill so I could deal decent damage, or discovered a spell that would power up my fists.

Armor would probably be light, in the style of robes. Not particularly good for taking hits, but enhancing agility and makes it easier to be where I want to be and inflict the maximum damage.

As for magic, I would probably try to figure out how to offensively use Reinforcement against my enemies. Mainly reinforcing their equipment to the point that it shatters, and then beating them up once they become vulnerable. Beyond that, I would probably learn runes to enhance my abilities by putting them on my robes or getting tattoos done so I can't lose them somehow.

Element wise, I'm not sure. Daniel, care to give me one? I'd prefer to try and work what ever the RNG gives me into my style than assume I get something well suited. Should be a bit more fun to cook something up that way. If I don't like it I have a few things in mind, but I'd prefer the challenge.

As for my position, I would probably divide my time between the Front, Mid, and Rear in a 1:2:3 ratio.

Front line would mainly be for grinding levels and keeping towards the front of the pack. Might join in for a few boss fights, but mainly focus on not dying. I don't need to be the best of the best, but I would like to give them a run for their money.

Mid line duties would be mainly to explore levels and focus on skill training instead of leveling. There are bound to be useful resources that get missed by the front liners trying to get to the top, and since you only have one life, you need every scrap of help you can get.

Rear line, I would probably be focusing on creating a type of police force to deal with orange players and PKs. It wouldn't be difficult to notice that things are becoming more realistic, so it isn't too much of a stretch that eventually, "safe" areas would no longer exist. I would probably work towards handling the potential issues before they become issues.


Basic Summary: (Incomplete)
Name: Zero
"Class": Runic Monk

Probably come back and finish this a bit later. Need to get groceries.
 

daniel_gudman

KING (In Land of Blind)
Staff member
Abendroth said:
The first thing that comes to mind is " division". But then shouldn't there also be "multiplication"?

"Division" sounds too much like " severing and binding," so I'm going to go with " Multiplication".
Since I have in my head that "elements" = "concrete nouns"; something like "division" and "multiplication" don't sound like elements to me at all. "Multiplication" was something I had as a rough draft of a natural Sorcery Trait (it didn't really capture what I wanted to express though so it won't be showing up as that precisely). It's kind of interesting that what's intuitively correct vs. wrong to different people can be so different.

Well... on the other hand Sakura's element is "Imaginary Numbers" but really that means something like "directly affects ghosts" or something? I dunno. I guess that's going to that old gag in the Nasuverse, that there are tons of rules, and every protagonist gets to break exactly one of them.

Even then, I feel like "Multiplication" is kind of a weak concept to work with, because it's not... it's like, it's too fundamental, it's a math operation that can describe anything. What can't it do? I feel like it doesn't have narrative focus.

Going the other way, if it's a "jack of all trades, master of none" as the element, then the "metamagic" element of Ether might be best, as like a starting point?



zerohour said:
Element wise, I'm not sure. Daniel, care to give me one? I'd prefer to try and work what ever the RNG gives me into my style than assume I get something well suited.
I rolled up another 250 characters (just their elements) using that 1d11 + 1d6 thing I thought up a couple posts ago.

Here are the first ten results. Take your pick, zerohour:
  1. Air, Ether
  2. Air, Earth (Western)
  3. Water (Eastern), Wood, Earth (Eastern), Fire (Eastern), Metal
  4. Earth (Eastern), Water (Eastern), Wood
  5. Fire (Western)
  6. Ether, Water (Western), Earth (Western)
  7. Fire (Western), Water (Western)
  8. Earth (Eastern), Fire (Eastern)
  9. Wood, Metal, Water (Eastern)
  10. Wood, Fire (Eastern)

As an aside, here's some stats of what that looks like, in terms of elements in the population:
Elements / Percent Total
1 (Non-Rare): 32.4%
2: 30.4%
3: 18.8%
4: 4.8%
5: 1.2%
Rare: 12.4%
Eastern: 42.4%
Western: 45.2%

I recalced a bunch of times, and it kinda oscillated between whether one or two elements were most common, but it dropped off pretty precipitously; there were a few times I didn't see any Average Ones.

...And I never saw Rare drop below 9%, which is not what I expected when those are when RANDBETWEEN(1,11) = 11; I don't know how robust RANDBETWEEN is in libreoffice (which is what I used for this one), but this is indicating to me it's not super-great.
 

ice2215

Well-Known Member
Well, I used the generation system and apparently lucked out.

Player Name: Argentum
Gender: Male
Appearance: 180cm, short blond hair and blue eyes. Tanned skin tone with a swimmer's build. Stands out for being a foreigner in a game released only in Japan.

Circuit Count: 28
Circuit Quality: 34
Total Capacity: 952

Element: Lightning

Spells:

He is proficient with Reinforcement, Alteration and Projection, but prefers to use runes for Reinforcement.

Weight Adjustment Rune: A series of runes that can be engraved onto any surface to manipulate gravity's effect on its weight. Argentum mainly uses this to make his heavy plate armor weigh nearly nothing in order to maximize mobility and defense.

Lightning Blade: He conducts lightning-element prana through his blade, essentially turning his sword into an oversized joy buzzer strong enough to leave electrical burns as well as stunning the enemy.

Forked Lightning: A bolt of forked lightning emerges from his hand/sword and strikes the enemy.

He hopes to create a genuine cloud to ground lightning bolt as an artillery spell, but such a thing is far beyond his current level of skill.
 

zerohour

Well-Known Member
Alright, finally noticed the chart to calculate magic circuits.

Circuits: 44
Capacity: 27
Total: 1188 (What are the odds Solaris?)

I'll go with the Eastern Average one you came up with daniel. It seems more diverse and useful than a rare element.


Special Techniques/Spells:

Currently, Zero is still in the beginnings of magecraft. His current goal is to come up with one technique for each element, to make sure he understands them.

Metal: Body of Steel
The fundamental core of his style, Body of Steel gives his body the strength and toughness of metal, not necessarily steel. This allows him to inflict heavier damage with his attacks, while also greatly reducing damage.

Wood: Forest for the Trees
Currently non functional, as his familiar skills is abysmal, but his goal is to create autonomous familiars to act as a police force for SAO.

Earth: Nothing. (Yet)

Fire: Kamehamehadoken/Big Bang Blast
Creates a massive sphere of flame, but rather than launching it at his foes, he condenses it down into a single point, then launches it at his foes. By concentrating it down, it becomes far more powerful, at the expense of a longer casting time as he prepares it. It can be used any time after the initial flames are created, but it is drastically less effective.

Water: Flows like Water
This technique imparts some of the properties of water, making him more flexible and responsive to attacks. Currently functions as a major agility boost, but he hopes to evolve it to the point where it borders on precognition.

Other: Breaker
The ultimate PvP technique that Zero has cooked up so far, by striking his opponent and Reinforcing their armor and weapons, he can cause them to shatter, greatly reducing their defensive abilities, and for most, outright eliminating their offensive potential.

Unfortunately, one of his early adversaries was a girl, and stripping her in public got him the unofficial nickname Ero-Monk. He's doing his best to ignore this, but it grates on him.

Still working on this, obviously.
 

Prince Charon

Well-Known Member
A couple of questions:

What would the [Rare Element Identification] Quest for Demons look like?


What sort of low-to-mid-level mob might the Brotherhood of Saint Mark test new combat spells on?
 
I figured I'd make a profile, see what i come up with.

I'd definitely activate my circuits, regardless of what I'd end up actually doing.

Number(5d6, reroll sixes): 19

Quality(5d6, reroll sixes): 28

Capacity: 532

Using the 2d6 element table from here, I got 8, then 5, so that would be... Metal, right?

With those stats, I'd probably be a midline player/crafter. Not so much making gear for frontliners as experimenting with what you can make in the game. If the minecraft-style building mechanics are discovered, I'd probably find a source of whatever material I'm working with now and build a workshop/forge right next to it.

Of course, once I decide to work on something else I'd take my gear and successful experimental items and make a new workshop next to some other materials.

I'd be more trying to find odd interactions and exploitable combinations of magecraft and materials, like a spear made of something that breaks as soon as it hits, but can hold an enchantment that explodes when the weapon breaks.
 
Okay using the Character generation I got this: I was really suprised by this i didn't to get that many circuits even if the quality is bad and I'm a bit dissapointed I didn't get wind guess I'll have to figure out a way to fly with rockets like iron man instead. I'll add info about spells and what my character will do later.

Name: Wing101
Gender: Male
Appearance: Well kept Black Hair, Black Eyes, Lightbrown skin, average height, a bit chubby. H
Circuit Count:61
Circuit Quality:11
Total Prana Capacity: 671
Elements: Fire/Earth/Water
Origin: Acknowledge/Engrave/Change
Equipment: Blue T-shirt
Spells:
TBC

Status: With this stats I'll probably be front-liner at least in the first few floors before stopping for awhile in order to improve my magecraft. Apart from Elemental magic, I'll learn runes since it's easy for me to add things to my equipment in fact I'll probably either make my own equipment or find a trusty crafter and make deals with them for personalized equipment. Endgame would probably switch from using swords to wands in order to focus on magecraft.
 

ice2215

Well-Known Member
Wing101 said:
I'll have to figure out a way to fly with rockets like iron man instead.
How about fire powered propulsion as opposed to wind?

You could make rocket boots or something.
 
ice2215 said:
Wing101 said:
I'll have to figure out a way to fly with rockets like iron man instead.
How about fire powered propulsion as opposed to wind?

You could make rocket boots or something.

Yeah that was basically my idea except I was thinking something like a jet pack for more speed since rocket boots might not be enough. Still that would probably be awhile.
 

linkhyrule5

Well-Known Member
I randomly felt like trying this, so...

Name: Majouya Misoyanoshi
Gender:Male

Circuit Count: 19
Circuit Quality: 15
Total Rate: 285

Not much of a front-liner, but he doesn't need to be.

Element:Ether
Origin: Mechanics

(His Origin is meant to be synonymous with "theoretics" and "physics": analysis of underlying mechanics.)

Unique Magecraft:

Structural Analysis: Spent far too much time building this up into something ridiculous. Paired with his Origin, allows him to analyze Mysteries and Wards. Mostly uses it for debugging, because he doesn't have the processing speed to do it in combat time. (High Int, low Wits, to use the White Wolf metaphor.)

Reinforcement: No unique Origin boost here, but his ridiculous Analysis gives him a little more leeway in how far he can reinforce himself. With Reinforcement, he can be a passable mid-liner (especially since he can reinforce his brain safely-ish), but he's starting from a low baseline.

Absolute Truth: The thing he actually spends his time on. Stages of determining the truth of a statement. Stage one: truth-relative-to-oneself, immunity to self-deception, immunity to illusions. Stage two: truth-relative-to-another, immunity to deception, lie perception, objective proof of self-deception on another's part. Stage 100th floor: truth-relative-to-SAO, "is this statement true as far as Cardinal knows?" Stage final/post-game: Red truth, truth-relative-to-Akasha; true Magic.

How far he gets along this Path depends entirely on whether or not he lives for the hundred years or so it takes to complete it :p. Asking Cardinal questions is sufficiently easier than asking Akasha questions that I can see him figuring out such a divinatory Mystery by the endgame, and he'd have approximations by the midway point. Pointless in combat, but either he would seek out Argo or Argo would seek out him, because together they would be a rather terrifying intelligence team.

That's basically his plotline: connecting with Argo, unraveling politics and deceptions and catching PKers, and later on scrying the upper floors and determining boss traits from afar.
 
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