| Character Sheet Analysis | |
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| Tweet Topic Started: Jan 29 2010, 10:01 AM (349 Views) | |
| lamdakastel | Jan 29 2010, 10:01 AM Post #1 |
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Name: Hacon Schwartz Class: Alchemist Age: 42 Nationality: Transylvanian Alignment: Chaotic Neutral Servant: Caster Cost: 30 Mana Health: 120 (+12) Mana: 200 (+15) Strength: E Endurance: D Magic Attack: C+ Magic Resist: D Agility: C++ Luck: B+ Appearance: --Equivalent Exchange Rank: D Type: Free Action Cost: 20 Mana Undo: 10 Mana Requirement: Servant has fewer than 2 active uses of Equivalent Exchange already Maximum Targets: Any Servant Set Condition: Yes Description: Causes a transformation in a Servant's stats under the following guidelines: -Strength, Endurance, Magic Attack, or Magic Resist is increased by one sub-rank. In return, a stat of opposite attribute must be decreased by one sub-rank. That is, if Strength or Magic attack are increased, Endurance or Magic Resist must be decreased, and vice versa. -Equivalent Exchange can be removed as a Free Action costing 10 mana. -Equivalent Exchange costs nothing to maintain, but cannot be active more than twice on a given target. This skill should be used to increase Caster’s END or MAG I think. This skill increase END by 5% or MAG by 9%. So I think MAG is better choice, Caster get decent, so I don’t think it will hurt much. Apparently this can be used to enemy as well. Probably this can be used to decrease enemy’s MR. Those with high MR ( Saber,Lancer) most likely won’t benefit from extra MAG anyway. --Entropic Field Rank: C Type: Bounded Field, Prepared Effect Cost: 40 Mana, Turn Action Upkeep: 20 Mana per turn Requirement: None Maximum Targets: Current Area Set Condition: No Description: To make more out of less...that is very hard. Making less out of more, though, is simply the law of the universe. -Increases the mana cost of all abilities used within the area by 15%, except Entropic Field. Has no effect on upkeep costs, only activation costs. A double-edged sword. Personally I don’t realy like it, other skills mana cost seem rather high, so this seems hurt more than it helps. --Firestorm Rank: B Type: Area Attack, Fire Elemental, Burning 3 Cost: 80 + 4X Mana Requirement: None Damage: 20 + X Maximum Targets: Current Area Set Condition: No Description: Modifies the composition of the air to make it incredibly combustible, then ignites the entire area at once, save for himself and his Servant. Due to the unstable nature of this attack, these are the only two targets that can be exempt from the effects. AOE skill. The mana cost rather expensive. I found this skill hard to work together with Entropic Field. Servant---Caster Real Name: Kazuma Yagami Sex: Male Alignment: Chaotic Neutral Noble Phantasm: Contract of Wind Health: 300 (+20) Mana: 300 (+32) Strength: D-- Endurance: C-- Magic Attack: B+ Magic Resist: B-- Agility: B Luck: C++ Noble Phantasm: EX AP: 2 Class Abilities: --Field Resonance Rank: B Type: Territory Creation Cost: 105 Mana, Full Turn Requirement: Can only be active in one area, no Bounded Fields are currently in place in the area, Kazuma is not engaged in combat Maximum Targets: Current Area Set Condition: No Description: Allows Kazuma to 'claim' the area as his own, granting two benefits. -Kazuma may set up two Bounded Fields over the area, instead of one. -Only Kazuma, or those permitted expressly by him, may place Bounded Fields in the area. Unauthorized attempts to do so will fail without effect or loss of mana. The mana cost is relly high. Several turns are needed to set up a good fortress. Since this war seems going to be aggressive one, this skill not going to be really useful IMO. Skills: --Air Displacement Field Rank: C Type: Bounded Field Cost: 35 Mana, 1 SP Upkeep: 5 Mana per area per turn Requirement: None Maximum Targets: Current Area Set Condition: No Description: Creates a Bounded Field that enables Kazuma to instantly sense any disturbances in the air around it caused by people moving. Regardless of how one's presence is concealed, this Field will detect any physical body entering the area. Can be cancelled as a Free Action. Normal bounded field, not much comment here. --Gale Field Rank: B Type: Bounded Field Cost: 45 Mana, 1 SP Upkeep: 8 Mana per area per turn Requirement: None Maximum Targets: Current Area Set Condition: No Description: Creates a Bounded Field that increases the damage dealt by all Wind Elemental attacks used within the area by 10%. Can be cancelled as a Free Action. I think this is useful for combat. --Field Assimilation Rank: A Type: Support Cost: 75 Mana, 1 SP Requirement: None Maximum Targets: Bounded Field in current or adjacent area, Kazuma doesn't move Set Condition: No Description: Kazuma deconstructs and absorbs a Bounded Field in the location where he currently is, or an adjacent area. By absorbing the excess energy from the field, his health is immediately restored by 10%. Absorbing our own Bounded Field seems rather costly. Maybe this should be only used to remove other’s. The 10% healing doesn’t worth much. --Eavesdrop Rank: D Type: Free Action Cost: 15 Mana Requirement: Usable once per turn, not engaged in combat Maximum Targets: Adjacent Area Set Condition: Yes Description: Creates a channel of air to carry conversations and sounds in an adjacent area to the ears of Kazuma. Only allows Kazuma to hear initial exchanges of dialogue in the area from the current update; additional conversations via PM cannot be heard. Apperantly according to Avvil, this can also used to listening other shouting skill’s name. Since this War seems different compared to previous wars, this skill seems very useful gathering info. The mana cost is low as well. --Flight Rank: A Type: Support Cost: 15 Mana per target, 1 SP Upkeep: 5 Mana per target per turn Requirement: None Maximum Targets: Self and/or Master Set Condition: Yes Description: An expert's ability to take to the skies. Detailed information on aerial combat is in the main rules topic. The rank is really high, <good>. Kazuma should use this in every battle, unless the opponent only use ranged attacks. I don’t see any use of using this to lift Hacon though, unless the enemy can separate Kazuma from Hacon. --Zephyr -> Tempest Rank: C+ Type: Support Cost: 30 Mana, 1 SP, 1 AP Upkeep: 15 Mana per turn -> 22 Mana per turn Requirement: None Maximum Targets: Current Area Set Condition: No -> Yes Description: Generates an intense wind that makes flying considerably more difficult for everyone except Kazuma. Reduces the effective rank in Flight of everyone else in the area by one full rank, to a minimum of E. Tempest: Decreases the Flight ability of everyone else in the area by two full ranks, to a minimum of E. Usable when the Contract is active. -The effect of either version is immediately cancelled upon leaving the area, and can be stopped as a Free Action. Very useful agains other fliers. That’s all. --Air Shield -> Gale Barrier Rank: B+ -> A+ Type: Reactionary Cost: X Requirement: A physical attack is being made against Kazuma Maximum Targets: Self Set Condition: Yes Description: Generates a space of extremely dense air designed to repel attacks and buffer against foes. -Each point of mana put into this skill nullifies two points of damage that would be dealt from a single attack, up to a maximum of 40% of the total damage. Since it is impossible to know exactly how much damage a particular attack will deal, it is necessary to decide how much mana Kazuma will put into defending a given attack ahead of time. He may react differently to as many specific attacks as desired, but he must have either already seen or know about an attack in advance in order to set up a specific reaction to it. Physical attacks he is not familiar with will be met with whatever his default physical response is. -This shield only lasts for a single hit or series of hits (In the case of attacks that involve simultaneous hits), and must be created separately for each use, with each use consuming mana. Gale Barrier: Identical to Air Shield, but capable of blocking up to 75% of the attack's damage. Usable when the Contract is active. Useful for blocking physical attack. However this can only block up to 40%, so I think 25 mana is enough for default reaction. --Wind Arts -> Greater Wind Arts Rank: D -> C+ Type: Ranged, Wind Elemental Cost: 20 Mana, 1 AP -> 25 Mana, 1 AP Requirement: None Damage: 20 Magical -> 15 Magical Maximum Targets: 2 -> 4 Set Condition: No Description: Basic attacks for a master wind mage. Lash out at the opponent with slashes of wind from all directions. Greater Wind Arts: Upgraded version of Wind Arts. More targets, more damage. Usable when the Contract is active. Basic attack skill, the damage is rather low. This can be spammed though. I better ask Avvil whether this skill can hit an enemy more than once. The damage downgrades afther the skill upgraded weirdly. --Vacuum Slash -> Wind Scythe Rank: C -> B Type: Melee, Anti-Personnel (+10%) Cost: 40 Mana, 2 AP -> 70 Mana, 2 AP Requirement: None Damage: 50 Physical -> 65 Physical Maximum Targets: 1 Set Condition: No -> Yes Description: Manipulates the air to create a vacuum used to cut up opponents. Wind Scythe: Upgraded version of Vacuum Blade. Increased damage. Usable when the Contract is active. -The multipliers for this attack and its variation are equal to the average of Kazuma's Strength and Magic Attack. The main offensive attack. The bad(good?) thing this is a physical attack. Also use Strength as damage source, another reason to not use Equivalent Exchange to increase END. --Localized Hurricane Rank: EX Type: Support, Wind Elemental Cost: 120 Mana, 2 AP, 1 SP Upkeep: 40 Mana per turn Requirement: Contract is active Maximum Targets: Current and Adjacent Areas Set Condition: No Description: Generates an incredibly powerful storm in the immediate area, causing an array of negative effects to all caught within. These effects apply equally to all who do not possess some means of dealing with the effects of the storm, such as some form of long-term barrier that shields from physical effects. -All Masters without any special form of shielding will be completely unable to perform actions, including Kazuma's, though they will be capable of maintaining existing effects. -It is impossible for anyone to enter or exit the central area of the storm. -Anyone who remains flying within the storm will have 1 less AP per turn, and an effective Flight rank of E, with the exception of Kazuma, who ignores the AP penalty, and has his Flight reduced to C. -Abilities and techniques requiring preparation cannot be used. -Wind Elemental attacks deal 10% more damage. This effect stacks with the Gale Field. -Localized Hurricane cancels Zephyr/Tempest when used. -Kazuma can stop supporting the hurricane at any time as a Free Action. Another anti flying skill. Useful for trapping opponent. This also useful for stopping any preparation skill. Be careful of mana cost though. --Vortex Cylinder Rank: EX Type: Ranged, Wind Elemental Cost: 180 Mana, 3 AP, 1 SP Requirement: Contract is active Damage: 110 Magical Maximum Targets: 1 Set Condition: Yes Description: Kazuma's ultimate technique, an eradicating cylinder of wind designed to shred the target away to nothing. -Cannot be used while Localized Hurricane is active. Nuke, nuff said. Noble Phantasm: Contract of Wind --Open Contract Rank: EX Type: Support Cost: Full Turn Requirement: Kazuma must not be afflicted with Exhaustion, and cannot already be using the Contract Maximum Targets: Self Set Condition: No Description: For a brief period of time, Kazuma is granted the full power of the wind spirits, as per his Contract. -Magic Attack increases by 1 rank. -AP increases by 2. -Mana regeneration is multiplied by 1.5. -Many of Kazuma's techniques are upgraded into more powerful versions. -Kazuma gains access to his special attacks Vortex Cylinder and Localized Hurricane. -The Contract will last for 2 full turns after it is opened. At the end of the second turn, Kazuma's increase in power will fade, and he will suffer a period of exhaustion lasting one full turn. The Contract may be cancelled before then as a Free Action, but the resulting penalties will still apply equally. Exhaustion: Kazuma loses 25% of his current health immediately, and is incapable of performing offensive actions on the following turn. This skill should always be used when engaging more than one enemy servant. It is just very good. However this skill doesn’t increase Kazuma’ AGI nor recover any mana and health. So this skill shouldn’t be used in middle of combat without command spell. When use this skill, despite the AP bonus, mana should be watched out for. Most combat should end in 2 turns usually, if the enemy’s health still high after using this skill, we should escape immediately. Command Spells: --"Use the Contract!" Description: Allows Kazuma to immediately activate the Contract, without the use of an entire turn of preparation. Due to the extensive drain from hurrying this process, this Command Spell will consume 100 of Kazuma's mana. Emergency use only, if the enemy is strong, Kazuma should just use the normal version before engaging the enemy. If Kazuma is in low health, escape seems better since Contract doesn’t give any defense bonus. Conclusion: Caster is good against any servant reliant with flying abilities. Let’s hope there aren’t many character who can use ranged attack. Knowing when to activate Contract is important, since without it Caster only deal little damage. For some reason I found all the skill mana cost rather high, hopefully there is no mana burner. The master’s skill seems not too interesting beside the Enthropic Field which is also dangerous to ourselves. Well that's my half-baked attempt to review our character sheets, any comment, Dusk? |
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2:57 PM Jul 11