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Made Up Attacks and Devices (make some posts ppl) Goto Page: 1 2 3 [>] [»|]

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do you have a made up attack?
  yes ^.^
  no >.<
  whats an attack? O.o (omg...)
  i have 1! Super Galactic Dragon Punch!! XD (. . .)
  all of the above (the hell...?)
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Zafira_098

PostPosted: Mon Feb 04, 2008 5:53 pm


if you could make up a attack the same way like the ones already from nanoha, what would it be like?

EDIT: now you can make your own devices. of course, they have to be made the same way as the attacks (look at some of the posts below for some examples)
PostPosted: Wed Feb 06, 2008 8:36 am


All Fate's attacks are so cool I can't choose >.< !!! But I think one of attack with her sword ^^ !

Neko_Miyuki


Nanodeath
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PostPosted: Wed Feb 06, 2008 10:54 am


Like Fate's attack where she summons those balls that chase after the opponent...only blueberry pies!
PostPosted: Wed Feb 06, 2008 4:03 pm


Neko_Miyuki
All Fate's attacks are so cool I can't choose >.< !!! But I think one of attack with her sword ^^ !
no, what i mean is, if you could make up an attack of your own,what would be called, what would it be like, w/e...

Zafira_098


Hikari no Tsurugi

PostPosted: Wed Feb 06, 2008 7:06 pm


User Image
basically this but with a staff and a few "blaster bit"/gradius option thingys
half the stuff I "make up" rips off gundam in some way sweatdrop
PostPosted: Wed Feb 06, 2008 8:52 pm


Hikari no Tsurugi
User Image
basically this but with a staff and a few "blaster bit"/gradius option thingys
half the stuff I "make up" rips off gundam in some way sweatdrop

i dont think anyone will really care

Zafira_098


Neko_Miyuki

PostPosted: Fri Feb 08, 2008 6:54 am


Oh sorry redface ! Let me think ! I will answer later sweatdrop
PostPosted: Thu Feb 14, 2008 11:41 pm


OC Combat style: Prism. Combines six elements - Earth, Light, Fire, Air, Dark, and Water. Because of the wide elemental range and separate nature of the attacks, the power of the attacks are reduced, but the difference in power is made up by the six-fold nature of the techniques. This style matters less on raw power, and more on number of hits. For powerful barriers that require immense power, this wouldn't be the right type of style, but for barriers that gradually weaken due to how many times they're hit, and are good at cushioning powerful blows, they would be ideal due to the six-fold nature of their attacks.

Techniques for a Mage Type fighter

Prism Beam - A large beam comprised of six smaller interlacing beams of 6 elements. Long Range, Movable, Line Area

Prism Canon - Six small orbs bundled together to for a larger orb. Upon contact with target or obstacle, small orbs will produce an explosion of their element. Overall, the explosions are smaller than someone using a similar attack of a single orb and element, however, due to their clustered nature, a hit from an obstacle on one orb may not affect the others. Long Range, Static, Clustered Area

Prism Archer - Similar to the standard archer type attacks, only each arrow is comprised of six lesser arrows. The attack deals notably less damage, but more hits. Lesser Arrows travel as one single arrow. Long Range, Changeable, Single to Multiple Targets.


Techniques for a Knight Type fighter

Prism Wave - A weaker version of the Prism Beam set to the weapon that unleashes as the weapon makes contact to the target. Close Range, Static, one Target.

Prism Pulse - Technique for blunt weapon-type staffs. Pulses of the six elements shoot forth from the weapon, spreading out in a ring shape manner. Higher damage with closer range, and attack concentration disperses with distance. Close to Mid range, Static, all targets in range.

Prism Slash - Technique for bladed weapon-type staffs. Slashing six times, send a small wave of each element in the direction of the slash. Attacks gain momentum with range, but become dispersed as well, so the ideal range is mid range. Close to Long range, Static, 1 - 6 targets.

Prism Repulse - An attack repelling enemies in all directions. Sending a short burst of the elements in all directions, damaging and repelling enemies from all angles. Only affective at extremely close range, as the waves disperse quickly. Best if used when surrounded from all sides. Close Range, Static, All targets in range.


Defensive Techniques

Prism Barrier - Six Layer barrier. The Strength of the barriers individually is weak, but bundled together, it takes several hits to break through all of them. Self, Static, One Target.

Prism Guard - Six Layer guard. Like the barrier, has six layers that are individually weaker than normal guards, but are bundled together to provide strength rivaling normal guards. Self, Static, One Target.



Self - Skill affects self.
Close/Mid/Long Range - How far the attack can strike
Static - Technique continues on the same path it started, and cannot be moved or altered.
Movable - Direction of the attack can be changed from the base during the attack, but cannot be manipulated afterwards.
Changeable - Attack can be manipulated at will, and is limited by the caster's ability to control it.
Line Area - Characteristic of beam attacks, strikes everything in the path of the beam.
Cluster Area - a group of small area spread out among various points of impact.
Small Area - affects a small area in all directions
Large Area - affects a large area in all directions
Single Target - Technique affects only one target.
Multiple Targets - Technique affects multiple targets. The number depends on scale of the technique and amount of available targets.
1 - X Targets - Can strike a number of targets between 1 and X, where X is the number of strikes in the technique
All Targets in Range - if the target in the range of the attack, it is affected.

RoleOfAQS


Zafira_098

PostPosted: Sun Feb 17, 2008 1:25 pm


RoleOfAQS
OC Combat style: Prism. Combines six elements - Earth, Light, Fire, Air, Dark, and Water. Because of the wide elemental range and separate nature of the attacks, the power of the attacks are reduced, but the difference in power is made up by the six-fold nature of the techniques. This style matters less on raw power, and more on number of hits. For powerful barriers that require immense power, this wouldn't be the right type of style, but for barriers that gradually weaken due to how many times they're hit, and are good at cushioning powerful blows, they would be ideal due to the six-fold nature of their attacks.

Techniques for a Mage Type fighter

Prism Beam - A large beam comprised of six smaller interlacing beams of 6 elements. Long Range, Movable, Line Area

Prism Canon - Six small orbs bundled together to for a larger orb. Upon contact with target or obstacle, small orbs will produce an explosion of their element. Overall, the explosions are smaller than someone using a similar attack of a single orb and element, however, due to their clustered nature, a hit from an obstacle on one orb may not affect the others. Long Range, Static, Clustered Area

Prism Archer - Similar to the standard archer type attacks, only each arrow is comprised of six lesser arrows. The attack deals notably less damage, but more hits. Lesser Arrows travel as one single arrow. Long Range, Changeable, Single to Multiple Targets.


Techniques for a Knight Type fighter

Prism Wave - A weaker version of the Prism Beam set to the weapon that unleashes as the weapon makes contact to the target. Close Range, Static, one Target.

Prism Pulse - Technique for blunt weapon-type staffs. Pulses of the six elements shoot forth from the weapon, spreading out in a ring shape manner. Higher damage with closer range, and attack concentration disperses with distance. Close to Mid range, Static, all targets in range.

Prism Slash - Technique for bladed weapon-type staffs. Slashing six times, send a small wave of each element in the direction of the slash. Attacks gain momentum with range, but become dispersed as well, so the ideal range is mid range. Close to Long range, Static, 1 - 6 targets.

Prism Repulse - An attack repelling enemies in all directions. Sending a short burst of the elements in all directions, damaging and repelling enemies from all angles. Only affective at extremely close range, as the waves disperse quickly. Best if used when surrounded from all sides. Close Range, Static, All targets in range.


Defensive Techniques

Prism Barrier - Six Layer barrier. The Strength of the barriers individually is weak, but bundled together, it takes several hits to break through all of them. Self, Static, One Target.

Prism Guard - Six Layer guard. Like the barrier, has six layers that are individually weaker than normal guards, but are bundled together to provide strength rivaling normal guards. Self, Static, One Target.



Self - Skill affects self.
Close/Mid/Long Range - How far the attack can strike
Static - Technique continues on the same path it started, and cannot be moved or altered.
Movable - Direction of the attack can be changed from the base during the attack, but cannot be manipulated afterwards.
Changeable - Attack can be manipulated at will, and is limited by the caster's ability to control it.
Line Area - Characteristic of beam attacks, strikes everything in the path of the beam.
Cluster Area - a group of small area spread out among various points of impact.
Small Area - affects a small area in all directions
Large Area - affects a large area in all directions
Single Target - Technique affects only one target.
Multiple Targets - Technique affects multiple targets. The number depends on scale of the technique and amount of available targets.
1 - X Targets - Can strike a number of targets between 1 and X, where X is the number of strikes in the technique
All Targets in Range - if the target in the range of the attack, it is affected.

thats a lot of stuff! i dont think i can write that much sweatdrop
PostPosted: Sat Feb 23, 2008 4:04 pm


bump

Zafira_098


Forgotten Chronicle

PostPosted: Sat Feb 23, 2008 7:47 pm


Meh, just because it's not seen often enough anymore, I'd like a magic style based on the classic eastern element of "metal."

Attack spells:

Blade Revolver (mid rank spell) - Well, not exactly what you might think from the name but this attack consists of crating 6 semi-temporal blades that orbit the user, each blade can be individually controlled and fired. After piercing a target or upon a large enough impact a blade will dissipate.

Shrapnel Shatter (low rank spell) - at the swing of a mage's weapon many pieces of steel shrapnel are hurled in the general direction of the attack. Not significantly useful at any range beyond 2 meters or so. It's referred to as shrapnel "shatter" because it appears a mage's weapon is shattering upon use. Generally used at very close range so that even if an opponent blocks an attack with their weapon shrapnel will fly fourth to deal damage.

Blade Storm (mid-high rank spell) - as the name suggests, this attack consists of a rain of semi -temporal blades. A mage directs the attack in a general direction, but each blade flies fourth from random points with no control from the user. This attack is highly inaccurate, and often results in friendly-fire in a large-scale combat situation.

Grappling Spike (low rank spell) - a strictly close-range combat ability, this creates a 30 cm steel spike that lasts for 10 seconds, in which the origin must be the body of the user, or something the user is touching. This is highly effective in small, enclosed spaces, since spikes may be formed on solid surfaces. The effective range of this ability, however, is only 5 meters; a spike cannot be created on any surface outside of this radius.

Blade Burst (mid rank spell) – This spell fires four steel blades from the tip of the user's weapon , one straight forward and three that are aimed 45 degrees away from the middle blades trajectory, each evenly spaced from each other. After flying 2 meters the blades home in on a target designated by the user, flying at a speed of 50 kilometers per hour, able to make a turn of about 10 degrees for every meter they fly. This spell can be reinforced to give the blades more speed by adding more magic to the spell.


Defense spells:

Titanium Shield (high rank spell) - as odd as it sounds this is a barrier-type defensive ability. It creates a titanium barrier between the user and the attacker acting as a solid buffer and defense against most physical attacks. The reason' it's called a "shield" is that the metal barrier created resembles a circle shield commonly used by swordsmen. The wideness of the created barrier can differ at the mage's will, but once created it stays the same size until the spell is released. The titanium used in this spell is reinforced with magic that will automatically attempt to bend the titanium back to its original shape upon damage causing a dent or bend. The metal titanium is not only used for its strength in this spell, but because of its lack of "damage memory" meaning that repeated dents on the same spot, as long as they are fixed, will not cause the barrier to weaken. Depending on the magic charged into the barrier, the thickness and size of the shied vary, and the speed of repair upon the barrier depends on the strength of a constant flow of magic between the barrier and the user.

There is no viable shield spell for the metal element (that I can come up with) because of its physical origins, so a metal user will resort standard shield spells, with their metal-type element charging them.


Movement spells:

Shrapnel Scatter 9low rank spell) - This spell is not so much used for moving faster but rather used to prevent pursuit. This spell consists of small bursts of shrapnel launching from the user’s feet. This causes the user some increased movement speed (due to the third law of motion), as well as preventing a direct pursuit behind the user, since it is unlikely that an opponent will be willing to fly through trail of shrapnel.


I'll try to come up with more stuff later... maybe.
PostPosted: Mon Feb 25, 2008 5:27 pm


since i made this topic i should post some of my own made up attacks -.-

before i meade up a list of my made up attacks but i really cant remember where i put it so when i find it, ill add them

My spell levels range from this:
low level
mid level
high level
epic level

Attack:
Psionic Storm: a lightning storm is created in the area and will strike all enemies. each strike is nearly impossible to dodge
(type: electric & Psi/Area of effect: large/epic level)

Diabolic Blast: a ball of pure hate and evil is created and fired from the caster towards the enemy, can brake all defences exept epic level defences
(type: negative energy/Area of effect: medium/high level)

Horrid Wilting: totally rusted metal tubes shoot up from the ground (or from where ever) and release extremely toxic fumes into the air.
(type: poison/Area of effect: large/high level)

Cursed Light: a lance made of the purest light is created beside the caster, and fires at the enemy with tremendous speed and force. its able to penetrate high level shields but cannot penetrate any shield with higher strength
(type: Light/Area of effect: single/high level)

Stinger Blade Extremer Shift: the sky if filled with stinger blades. the blades shoot out with extreme speed and force.
(type: w/e /Area of effect: colossal/epic level)

Blade Thirst: creates 3 large swords around the caster. the caster is able to shape them into any form they wish it to be. the first sword is strong enough to break high level shields. the second able to break any shield. and the last sword can shatter all defenses. this spell is extremely sensitive against spells that can dispel other spells
(type: n/a /area of effect: caster/epic level)


Defence:
Blessed Shadow: creates a black orb around the caster that protects them from harm. If an enemy is to ever get close, spikes grow all over the orb.
(type: darkness/Area of effect: single/high level)

Sutured Heaven: negates the activation of a spell that has a large or colossal area of effect
(type: Light/Area of effect: colossal/medium level)

Needle Bombardment: creates needles so thing they are invisible to the naked eye. they fire at the enemy and bury into their skin, piercing their nerves, causing them to not be able to move their arms or legs or whatever. the victim feels and suffers no pain or damage due to the size of the needles
(type: n/a /Area of effect: target/high level)

Support:
Deafening Clang: creates a great noise capable of pushing back objects for meters. people or things without proper ear protection might wind up deaf
(type: Sound/Area of effect: large/medium level)

Great thunderclap: this is basically a stronger version of deafening clang. exept the blast is like lightning and thunder, the blinding light comes first, then the deafening sound.the force from the blast is capable of sending objects through metal
(type: Light and Sound/ Area of effect: colossal/high level)

Healing Sting: this is a bit hard to explain, so ill do it like a rpg. a dagger is created for the caster. If he should ever attack someone with it, the damage taken will be turned into a increase in health (ex: if u do 100 points of damage to something, they will instead heal 100 point)
(type: positive/Area of effect: target/medium level)

Optical Burst: creates a light so bright that shadows don't create (yea, its a bit hard to believe). Can be used to escape certain areas
(type: light/Area of effect: medium/medium level)

Zafira_098


Zafira_098

PostPosted: Mon Feb 25, 2008 5:29 pm


meaby we should have some sort of rp using our made up spells and stuff
PostPosted: Thu Feb 28, 2008 1:33 pm


Hmm, that depends. We'd need limits on the power to keep people from abusing their abilities.

We'd also probably need clear definitions on what the power levels of the spells are, and some kind of uniform spell classification thing.

I also would suggest implementing some kind of MP system to keep people from spamming high-level spells without showing the negative effects of using that much power to their character. We'd also probably need some kind of Stat Ranking system, with stat levels ranging from E to SS, and some way of determining what the Overall Rank of the character would be from those individual stat ranks.

I've mentioned before, Nanoha RPs have WAY too much abuse potential for their own good, so you have to enforce a very strict system to keep people from powerplaying.

RoleOfAQS


Forgotten Chronicle

PostPosted: Thu Feb 28, 2008 9:11 pm


Well, I don't think it would bve able to apply a classic D6 system into making a Nanoha RPG. That aside, if we can find out how F.E.A.R. does some of their stuff we can probably rip off off them. That is, considering their Night Wizard/Seven Fortress RPG, and Kaze no Stigma RPG.

As far as it goes we already have magical rank E-S and really, stats aren't too hard to roll.

All we need to do is quite literally, implement a tabletop gaming system. I mentioned D6 since D20 requires too many different dice to successfully do on Gaia well.
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