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Servant stat sheets
Topic Started: Feb 24 2010, 09:56 PM (965 Views)
Inimchan
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CONCEPT IMAGE

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CHARACTER IMAGE

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Note: This image reflects her War IX uniform.

Name: Mana Tatsumiya
Source: (Manga) Mahou Sensei Negima
Class: Archer
Alignment: True Neutral
Sex: Female
Health: 300(+17)
Mana: 240(+25)

Strength: C+
Endurance: D+
Agility: B

Luck: A
Noble Phantasm: A
Magical Energy: C+
Magical Resistance: 35%

Description:
Mana comes with a preset amount of money that is used to purchase ammo for her skills. Utilizing her long range skills, Mana can inflict different status effects depending on the body part she snipes. Buying different ammo also yields different effects such as pierce damage. Mana still has a decent upclose fighting game but pales in comparison to other melée oriented classes. Skills include Body Shot Aim which enables you to target body parts for different effects and Akimbo which helps boost close range melée capability. Supply management is key; running out of grenades and ammo without any money could be catastrophic.

Class Skills:
- Independent Action(A+) - Mana can remain indefinitely in this world for 10 turns. Regen is null and Mana's Noble Phantasm can not be used.
- Snipe(B) - Can attack enemy servants (or masters if their servant(s) isn't with them) on any point on the map. However, the damage dealt will be reduced due to the distance coverage, but the damage will slowly resume their normal potency over time. Damage calculation is as follows: [Final End-Influenced Damage / (Distance the target is + 1)]. By taking one turn to set up at an area, Mana can allow for full damage to stay intact from up to two areas. Takes place during the support phase allowing you to attack before the movement phase, however doing so relinquishes your ability to retaliate against an enemy attack during the offensive phase.

Personal Skills:
- Barter(E) - Spends one support action negotiating with the Magic Net Director to lower prices by 25% the next time you shop from the Magic Net. Bargained prices do not stack. Can only be used once every 2 turns.
- Bounty Hunter(B) - Killing a Servant rewards Mana with '300,000' yen for their bounty. Every 4 turns, Mana is paid an additional 75,000 yen due to her mercenary contract.
- Demon Eyes(EX)(Passive)- Mana's ability to perceive demons and spirits. Enables her to see through Presence Concealment when scouting. Mana also has a natural scout range of 2 areas. Also brings out Mana's true potential, increasing her STR to B+ when Sniping.




Skills:
- Name: Access Magic Net
Supply: N/A
Mana Cost: --
Range: 0
Maximum Target: 0
Class: Support
Description: Mana accesses the Magic Net in order to buy supplies for her to use. There is no limit to how many items you can buy at once. In cases of emergency, Mana can access the Magic Net in battle without using up a turn, bur prices are increased by 50%.

Items:
Price:
Grenades
- Chaff Grenades - 5,000 yen
- Stun Grenades - 5,000 yen
- Semtex Grenades - 5,000 yen

Body Shot Aim Bullets
- Normal Bullets - 10,000 yen
- Silencer with Bullets - 15,000 yen
- FMJ Bullets - 15,000 yen

B.C.T.L. Bullets - 120,000 yen

Magic Displacement Charm - 300,000 yen

Gun Kata rounds 135,000 yen

Cassopeia Full Repair - 600,000 yen

Demon Eyes Snipe Round - 150,000 yen


- Name: Grenades(C)
Supply: Maximum of 5
Mana Cost: 30
Range: 1
Maximum Target: 1- 10
Class: Physical
Description: Mana cooks a grenade and throws it at the nearby enemies. Starts out with 5. Can be used as a follow up, following offensive skills that do not utilize snipers.
- Chaff Grenade: Mana throws a grenade in an area, interfering with enemy scouting in adjacent areas. Lasts 3 turns.
- Stun Grenade: Mana throws a grenade that emits a burst allowing Mana to act first in the offensive phase. Can follow into any other offensive skill. Can't be used twice in a row. Used during the support phase.
- Semtex Grenade: Mana throws a grenade that sticks to an enemy and explodes, dealing damage to surrounding hostiles. Deals 50 physical damage to the target and 25 physical damage to surrounding enemies. Doesn't affect Masters if their Servants take the blow.

- Name: Body Shot Aim(B+)
Supply: Max of 5
Mana Cost: 50
Range: 1-3
Maximum Target: 1
Description: Mana loads a bullet into her rifle and takes aim at a certain area on the victim. Targeting different body parts yields different effects. Can be used with Snipe. Reveals Mana's location unless using a silenced sniper. If used close range, Mana's Agility is treated as if it were one rank lower. Deals 55 base damage. Silenced bullets halve damage, but do not reveal location. FMJ Bullets deal an additional 10 piercing damage, but deals 10 unreducable damage to herself because of recoil.
- Head: Increases the chance of a critical by 25%
- Leg: Inflicts Limping on the target reducing Agility by one for the next 3 turns
- Arm: Inflicts Crippled on the target reducing Strength/Magical Attack by one rank for the next 3 turns.
- Heart: Inflicts Debilitation reducing Endurance by one rank for the next 3 turns.

- Name: B.C.T.L, Bullet of Compulsory Time Leap(C)
Supply: Maximum of 3
Mana Cost: 60
Range: 1-3
Maximum Target: 3
Class: Magical
Description: Mana takes a shot from her sniper rifle, teleporting the enemy to a random location if it hits. Deals 60 magical based damage. Can shoot up to a maximum of 3 targets. If targeting a Servant, their Master is teleported with them as well. Can not be transported to an area where a battle is already taking place. Can be used with Snipe. If sent to an area with dentrimental effects such as mana loss, they do not take effect until next turn. If used close range, Mana's evasion is lowered by 20%. Will reveal Mana's location.

- Name: Magic Displacement Charm(D++)
Supply: Maximum of 1
Mana Cost: 100
Range: 0
Maximum Target: Self or 1
Class: Support
Description: Mana activates a teleportation charm allowing for two uses.
1) Mana uses the charm to escape with her current Master to a random area escaping from battle.
or
2) Mana uses it to teleport behind one enemy allowing for damage calculations to be treated as an ambush against the victim.

- Name: Rakansen
Supply: Utilizes money
Mana Cost: Dependent
Range: 1
Maximum Target: 1 - 100
Class: Physical
Description: Mana uses yen coins as her weapon of choice, flicking them at a rapid pace and barraging the enemy with coins. Causes limping in the enemy, lowering the enemy Agility parameter by one rank for 3 turns. Damage dealt depends on how much money is 'spent'. Damage is: [(Amount of Money Used / 1000)*1.05], rounded down, with a maximum money use of 100,000 yen. Mana cost is [(Amount of Money Used / 1000) * 1.25], also rounded down.

- Name: Akimbo(B)
Supply: N/A
Mana Cost: 20 (6 Upkeep per turn)
Range: 1
Maximum Target: 1
Class: Support
Description: Mana draws her dual pistols, increasing her Strength parameter by one plus and her Agility parameter by one rank. Allows the use of Gun Kata. Increases the effect of Cassopeia. Attacks utilizing Snipers and Rakansen can not be used when Akimbo is active.
- Upon the use of Akimbo, Mana can use Basic Shot as a Free action for 0 mana against one target. Attack uses Mana's STR before the buff from Akimbo

- Name: Gun Kata(B+)
Supply: Max of 2 rounds
Mana Cost: 55
Range: 1
Maximum Target: 1-2
Class: Physical
Description: Gun Kata....a martial art revolving around the use of guns. Using pinpoint accuracy and zoning to determine the enemy's position, Mana rushes in close to deal heavy damage to up to two targets. Deals 60 physical base damage to up to two targets, but cannot hit the same target twice. Causes Limping and Debilitation by one rank for one turn.

- Name: Basic Shot(D)
Supply: Infinite
Mana Cost: 15
Range: 1
Maximum Target: 1-2
Class: Physical
Description: Mana whips out a pistol and shoots the enemy. 20 base damage. With Akimbo activated, base damage is doubled.

Noble Phantasm
- Name: Cassopeia(A++)
Supply: 2 uses
Mana Cost: 120
Range: 1
Maximum Target: 100
Class: Physical
Description: Mana activates the Cassopeia, using it's time warp capabilities to rain a hail of bullets upon all enemies in the area. Perceived as teleportation when in fact Mana is actually just traveling through time. Increases Mana's evasion by 75% due to the time-travel capabilities. After two uses, it breaks, but you can have it repaired at a ridiculous cost (600,000). Effect increases when used with Akimbo. Deals 90 base damage to all Servants in the area. When used with Akimbo activated, adds an additional 5 base damage. After its use, it puts a strain on Mana's abilities reducing all of her parameters by one rank, minus Agility which is lowered by two. Strain lasts 3 turns.
- Name: Demon Eyes Snipe(A+)
Supply: 1
Mana Cost: 80
Range: 2-4
Maximum Target: 1
Class: Magical
Description: Mana uses her Demon Eyes to perceive a weakness in the target. Targets enemies Mag Resistance or Endurance , depending on which one is weaker. Charges a bullet filled with energy to pierce the enemy. Takes one turn to prepare and MUST be used with Snipe. Deals 50 endurance piercing damage and an additional 30 base damage. Marks the enemy with a seal, revealing his/her position AND conditions to Mana if they are within 4 areas of each other. Seal lasts for 5 turns. Using this 3 areas away from the target allows for full damage to stay intact. Can only be used once every 5 turns. Counts as being engaged with the enemy.
Edited by TatsumiKanade, Jun 4 2010, 05:32 PM.
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Inimchan
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Masters coming soon (still generating pairs). Values may change after playtesting, but we'll notify you if that happens.
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KaisenSan
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To add onto that, feel free to ask any questions you have about the stat sheets. If you're not sure about something or want to know about a specific scenario, ask. Chances are we might have made a typo or forgotten to consider one part of it.
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guild525
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Fun-looking sheet is fun.

Edit: I'll work out our most damaging set-up this weekend. (Damn I have a ton of stuff to do this week X_X)
Edited by guild525, Feb 24 2010, 10:54 PM.
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Soul Devour
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Guess I'll comment as I look at it...

-Very balanced stats, kinda what I expected. Noble Phantasm at A...nice
-Independent Action, very nice! AND it's at Rank A+! I'm guessing only ranks A++ and EX would allow regen of health and mana. Still, a great skill
-Snipe, love it. Great for annoying the hell out of people.
-ALOT of unique weapons and bullet types to use. I'm personally a fan of silencer rounds. It's cowardly, but it deals damage without revealing our location. The Magical Displacement Charm is sure to be a lifesaver at times.
-Cassopeia looks like a standard super-move, which is always nice to have, where as Demon Eyes is a nice single target shot that also allows for some evasion against nearby enemies. Like em both

Guild, you know how to figure this out better than I do, so I'm more than willing to see what you can come up with.

Hey, how much money do we start with by the way? I don't see that anywhere.
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Inimchan
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Uhm... money...

I think you start with 500,000 yen or something. Dunno. It's LL3's servant
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Soul Devour
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That's...quite generous. Though I imagine it'll actually go quite fast without proper management. Alright, I got a lot of other questions then (if you can't answer them immediately, that's fine):

-For the Cassopeia Full Repair Item, does using it to prolong the duration of Cassopeia mean that the mana cost must be paid again?
-Is using Silenced Bullets the only way of not being revealed? That is to say, some skills mention that using them will reveal Mana's location where with other skills, nothing is said. Looking for clarification.
-When you say all forms of health and mana regeneration are disabled when without a master (through Independent Action), does that include consuming civilians?
-When disabling Akimbo, are the upkeeps paid on the turn it's disabled?
-Since the grenade section is the only one that specifies starting with grenades, can it be assumed that the only ammo we start with is the basic ammo?
-Can the status effects of the Body Shot Aim skill "stack"? That's to say, if I target someone's heart twice, will their endurance be lowered by two ranks instead of one?

I think that's it...for now.
Edited by Soul Devour, Feb 25 2010, 12:34 AM.
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Inimchan
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POST!!!
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Soul Devour
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Dammit, you did that on purpose =\
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KaisenSan
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Yes, I think it was 500k. I'll have to confirm with him. He's been missing all day <_<
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Inimchan
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Soul Devour
Feb 25 2010, 12:34 AM
Dammit, you did that on purpose =\
No. It was the wind~
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Soul Devour
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I apologize for the barrage of questions btw, it's just that after reading...

Forgot to mention also. Make sure you all read the note we posted. You're responsible for sorting out your own confusion and asking us.

...I wanna make sure there's no misunderstandings :)
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KaisenSan
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Yes, I think it was 500k. I'll have to confirm with him. He's been missing all day <_<

From what it seems, Casseopeia is based on the number of times you use it. It doesn't really have a duration; it's just used like any other skill. It will break after you use it twice, then you'll need to repair it to use it again. Since you're using it like any other skill, each use consumes the 120 mana cost.

I believe only the skills that say it reveals your location actually do so. All others don't. I'll get LL3 to confirm.

Not sure about consuming civilians or whether you pay upkeep when you disable it. I believe you don't though.

About how much of each ammo you start with...I think you start with a full supply. Once again, I need to confirm...

And...I have no idea about stacked effects. That part was made prior to the potential gauge, so that might have to be revised. In other words, I think it's uncertain as of now.
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Soul Devour
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Huh, so even though it has 2 'uses', each one costs 120 mana? Seems like the Repair Item would be worthless then, since we only have what seems to be a max of 265 mana (if I'm reading that correct)

Thanks for the other replies though, I appreciate it. I guess I'll just have to wait for LL3 to reply for the stuff you're unsure about.
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KaisenSan
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It's not really worthless since survivability matters. So while you could spend both uses in one battle, you'll need to repair if you want to use it again in your next battle since your mana will regenerate by then anyway.
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Soul Devour
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Ohhhhh I get it.

After 2 uses it 'breaks.'

To use it again, a 600,000 yen fee must be paid. The 2 charges it has can be used separately. I was misinterpreting it wrong. I get it now, thanks
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TatsumiKanade
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-Is using Silenced Bullets the only way of not being revealed? That is to say, some skills mention that using them will reveal Mana's location where with other skills, nothing is said. Looking for clarification.

All Snipe skills always reveal location unless you use a silenced weapon.

-When you say all forms of health and mana regeneration are disabled when without a master (through Independent Action), does that include consuming civilians?

You may consume civilians.

-When disabling Akimbo, are the upkeeps paid on the turn it's disabled?
Yes, upkeeps always happen at the very beginning of all turns.

-Since the grenade section is the only one that specifies starting with grenades, can it be assumed that the only ammo we start with is the basic ammo?

You only start with basic ammo. You'd have to buy Silenced and FMJ rounds yourself. You can still buy if you have a maxed out ammo, you just have to specify what bullet you will replace.

-Can the status effects of the Body Shot Aim skill "stack"? That's to say, if I target someone's heart twice, will their endurance be lowered by two ranks instead of one?

No
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guild525
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The P-Gauge starts at a value of 100, and then increases as you lose health. For example - you initially have 300 health and 100 Potential. When your health drops to 250, your Potential becomes 150, and so on.

When using skills with mana cost X, the P-Gauge also drops by X. So for example, you have 200 Potential, then you use a skill that requires 100 mana. In that sense, you lose 100 potential.



So does that mean if say, Archer lost 100 health her P-gauge value would be at 200 and it'd stay that way? And if it doesn't, what's the point of regenerating?

Snipe - Can attack enemy servants (or masters if their servant(s) isn't with them) on any point on the map. However, the damage dealt will be reduced due to the distance coverage, but the damage will slowly resume their normal potency over time. Damage calculation is as follows: [Final End-Influenced Damage * (Number of Turns Spent on One Area / 5)]

Does this affect Demon Eye's Snipe or does Demon Eye's Snipe not suffer from the penalty?

The number of turns spent on one area refer to the person we are shooting at, right?

- Name: Grenades(C)
Supply: Maximum of 5
Mana Cost: 30
Range: 1
Maximum Target: 1- 10
Class: Physical
Description: Mana cooks a grenade and throws it at the nearby enemies. Starts out with 5.


Starts out with 5 of each?
Edited by guild525, Feb 26 2010, 07:45 PM.
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Inimchan
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I won't answer anything regarding P-Gauge as it is something that may be dropped due to complication.

Demon Eyes Snipe is not affected as far as I know.

And no, it refers to the number of areas YOU are in that location.

Dunno. Ask LL3 >_>
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TatsumiKanade
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Yes,Demon Eyes is not affected.

Grenades, I was going to give the option of choosing what 5 grenades you wish to start out with.The total max is 5 grenades in total, not 5 for each grenade.

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guild525
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Are there any other skills besides Demon Eyes Snipe that aren't affected by Snipe?


The Magic Displacement Charm would ONLY work on Mana meaning the master would be left in the same area?


I think that's it for now...
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TatsumiKanade
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Whoops, Master is also accompanied with the Charm.

Every other Snipe skill is affected by Snipe. Although I might add a few changes to make it not as detrimental.
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Inimchan
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Master is accompanied by the Charm...?

I smell Llyr
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guild525
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Inversion Impulse
Feb 27 2010, 01:10 AM
Master is accompanied by the Charm...?

I smell Llyr
That's what I thought too. I wouldn't mind though :P
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Soul Devour
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I doubt I would ever purchase a charm if it didn't include the master >_>
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guild525
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^Agreed.

Also just found another question to ask.

How would Snipe work for Rathty's pottery place?

Would I gain 20% damage if I shot from there or would I gain it if I shot someone there?

Shopping Mall is less confusing but I have to ask to make sure.

Do I lose half my mana if I shoot from there or to there?
Edited by guild525, Feb 27 2010, 01:45 AM.
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Soul Devour
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Hey can we mix and match bullets for the Body Shot Aim skill? For example, 3 silencer bullets, 1 normal bullet and a FMJ Bullet?
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TatsumiKanade
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You can mix and match bullets.
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Soul Devour
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TatsumiKanade
Feb 27 2010, 01:47 AM
You can mix and match bullets.
Awesome!

That's quite helpful to hear.
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Inimchan
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You need to be in Rathty's potte... I mean Armory to obtain that increase.
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Inimchan
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STATSHEET REVISIONS (May still be changed as well. Keep track of this particular post since I'm simply going to edit this for further updates...)

- Edited Snipe's damage penalty formula
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Soul Devour
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Inversion Impulse
Apr 12 2010, 11:01 PM
STATSHEET REVISIONS (May still be changed as well. Keep track of this particular post since I'm simply going to edit this for further updates...)

- Edited Snipe's damage penalty formula
So, just to make sure then, If I shoot at someone 4 areas away with an attack that normally hits for 50 damage after all calculations, it would now hit for 10 after the distance + 1 penalty? And how exactly is this part of the sentence now factored in:

However, the damage dealt will be reduced due to the distance coverage, but the damage will slowly resume their normal potency over time.

Is it just not anymore?
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Inimchan
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We're not finished editing so some lines that may be confuzzling may remain :3

And it basically works like this:

If you're one area away...

50 damage / (1 area + 1)
50 damage / 2
25 damage

Don't worry. It should change again.
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