The Outer Dimension Offensive, Reloaded!

And so it begins, again.

Cmd. Frost

The last one standing.
Location
The Summer Stretch
The squeaking of a door opening sounds through the briefing room as the last soldier walks in. A table dominates the room, with a group of humans and elves on one end and the commander of the base on the other. The commander looks over at the newest arrival and motions to close the door and when it at last clicks shut he leans forward in his chair and looks between everyone else.

"And with the final member here we can begin the briefing. First off, I'd like to congratulate you all on your new assignment to Team FORGE. The choice to give you all this assignment wasn't made lightly, and whether you knew it or not, the selection process was grueling. We're only going to get one chance at this, so you had better prove we made the right call." The commander grabs a remote off the table and turns his chair to the side, a series of button presses dimming the lights and switching on a projector to show a forested area.

"This picture was taken two weeks ago on a world we've taken to calling Threshold. From what we've been able to discover so far, Threshold is a temperate world somewhere in the LDC. While its exact location can only be guessed at for now, based on these little shits we believe it to be somewhere deep in Unified Darkness territory." *The projected image switches to a different section of forest, with a small group of lesser demons clearly visible in the distance.*

"So far, Threshold has only been seen to have a small demon population, so it's been chosen as the site for a high risk operation that we hope will help turn the tide of the war. In short, your mission is to enter Threshhold, establish a beachhead, and lay the groundwork for a full scale invasion of Hell's backyard. To accomplish this mission you'll be deploying with two magical girls" *The image on the wall shifts again, this time to a pair of transformed magical girls.*

"The first is Rift Diver, she's proven in combat and will be responsible for getting you all to Threshold, as well as scouting and evacuating you should the enemy escalate beyond your ability to deal with. The second is War Forger, unfortunately she's still green, but her abilities make her the lynchpin of this entire operation. While she's not much in a fight, War Forgers powers give her the ability to create structures and combat golems to fight for her. If her powers grow the way we think they will, she'll be more than capable of building the base and army that you'll need to establish and maintain the beachhead on Threshold. If you have any questions or concerns, speak freely and raise them now."

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Welcome one and all to The Outer Dimension Offensive Reloaded. The first version died, but I'm stupid so I'm gonna try running it again with a few adjustments.

Just like in the first run of TODO, your goal is to explore this new world, acquire its resources, build up your own personal military industrial complex, and survive as long as possible. Hopefully the game will actually live long enough for that to happen. Also just like in the last game, are not playing as magical girls. You're playing as Counter Force and Elven Legion Infantry. Because of this, character creation is going to be significantly different from the other RP's.

First off, you're all starting with either the Human Infantry or Elven Legionnaire template.

(Unified Light / Counter Force) Human Infantry

Your picture here​
Stats
Health: 500
Base Damage: 250
Base Resilience: 100
Magic Modifier: N/A
Affinity: N/A
Weapon

[Name here, be reasonable]
Attacks Per Turn: 1
Affinity: Holy
Ability: [1 free ability, be reasonable]
Abilities
Elite Soldiers
-Human Infantry will automatically seek to synchronize their attacks against opposing targets of sufficient strength.

Finest Hour
-Human Infantry are immune to Fear effects, and have their Base Damage tripled against an enemy that is under a mental hindrance, such as Fear or Confusion.


(Unified Light / Elvin Empire) Empire Legionnaire

Your picture here.​
Stats

Health: 400
Base Damage: 250
Base Resilience: 35
Magic Modifier: 100

Affinity: (Must be Steel, Fire, or an adjacent concept)
Weapon


Armaments of The Legion
Level 1
Attacks Per Turn: 1
Affinities: Steel
Ability: [1 free ability, be reasonable]
Abilities

The Steel Tide
-The highly trained Elf Legions are skilled in the support of fellow soldiers on the battlefield. All Elf Legionnaires are melded into a single entity during combat.

Numbers Beyond Counting
-The Elf Legions are as numerous as the grains of sand in a desert. Where there is one Elf Legionnaire, there are thousands more.

The Phalanx
-When combined under the effects of The Steel Tide, the Base Resilience of the Elf Legion is equal to the front row of Elf Legionnaires. The Base Damage is the front three rows of the army. This ability risks breaking under a sufficiently strong attack.


And then comes the fun part. Command picked the best they could for this mission, and that means that your troopers are a cut above the rest. To represent this you've all got 250 stat points that you can distribute however you please, along with 3 perk points and a specialization. A perk point can do one of the following:
  • Add an additional Ability on your weapon
  • Add an additional personal Ability
  • Increase your magic modifier by 25/50/75/100 if human/elf/human mage/elf mage
  • Add a 1 ability spell, or another ability to an existing spell if you have the Practitioner or Sorcerer ability.
  • Other interesting things not covered here, ask if you want to do something and I'll consider it.
  • Gain the A Prayer Called Glory ability(Costs 3 perk points)
Specializations are another new thing to this RP, representing extra training and equipment that your trooper or legionnaire has earned by or for being a badass. When taking a specialization, please add the specialization's name to your personal ability list.

Human specializations consist of the following:

Scout:
-Gain the Agility and Lucky Dodge(Dodge one attack per turn for free) abilities for free.
Grenadier:
-Gain either an extra weapon with Detonate and Magazine 2 or Ordinance on your main weapon for free.
Heavy Assault:
-Gain Full Auto or Double tap on your main weapon for free, or both but the weapon also gains the Spin Up ability inflicting a priority penalty of 2.
Sniper:
-Gain the Silent and Lethal Surprise abilities on your main weapon for free.
Commando:
-Gain a second weapon with one ability, and the dual wield ability for free.
Duelist:
-Gain a melee weapon with Critical Strike and Crush for free.
Practitioner:
-Gain a magic modifier of 50, an affinity, and practitioner for free.(Requirement for spending perk points on any ability that cannot be justified by mundane means.)
Medic:
-Gain a large crate of medical supplies and the knowledge of how to use them, plus an experimental Medi-gun for free.
Air Assault:
-Gain the Jetpack personal ability at level 2(Works just like Flight, but you must land after a number of turns equal to the level of the ability or fall out of the sky.).

Elven specializations consist of the following:

Ranger:
-Armaments of the Legion becomes a ranged weapon with Critical Strike and Unerring.
Champion:
-Gain either Anti Parry on your weapon, or double hit and an extra 50 base damage, or Dual Wield and a second melee weapon.
Bulwark:
-Gain Thick Armor and a shield with Indestructible.
Mage:
-Gain another spell with two abilities or two spells with one ability, as well as the Sorcerer ability, but lose your weapon. Your character picture must have a robe and/or wizard hat.

While I'm still not going to lay out a long list of restrictions on what you can and can't have, I am going to be significantly less permissive with overpowered builds. I'm still happy to work with you to make a character concept fit, and I more than understand that power gaming is baked into the mechanics, but the situation implies a ceiling on how much power you can pack into a sheet and I will be enforcing that much more strongly than the first version of this game.

Once you've chosen your template, perks, and specialization, find a good picture and write up your backstory. I'm not going to put too many restrictions on this, just keep in mind that your characters are supposed to be military personnel with a few years of experience, and try to make the backstory longer than a paragraph.

Have fun.

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Right here is the link for LostDeviljho's Canon Ability bible, everything here is canon and works exactly as advertised.

And right here is the link for the generic ability list, again posted by lost, and again completely canon.

Keep in mind these abilities are generic, run of the mill abilities for use on weapons, spells, and rounding out a personal ability list. You are more than welcome to make things up, but keep it sane.

I'm planning on a roster of between six and eight right now, but leaning towards six so bring your A game people. And while I can't and won't stop you from creating several characters, only one of them can be submitted. If you post more than one sheet to this Thread, please mark which one is your submission.

A note on Medics: Keeping allies alive isn't as fun as making enemies die, but it's a vital job for a bunch of squishy normies. I'm an evil bastard, but I'm also fair, so 1-2 slots are going to be reserved on the roster for sheets with healing depending on how large the party I end up choosing is.
 
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A few questions. Are we playing a single person or a unit of infantry?

Similarly, are we restricted to playing infantry only or can cavalry and vehicles/aircraft be a thing? What's the tech-level? Heavy Assault implies we have gatling guns and the like, but the abilities talk about shields and melee stuff.

Additionally, there are some pretty OP abilities on the lists you've linked. Just outright invincibility for one with Indestructible, or OHKOs with Sudden Death that negates all defenses, and a bunch of things that allow infinite stacking of bonuses. What power level are we expected to have exactly?
 
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A few questions. Are we playing a single person or a unit of infantry?

Similarly, are we restricted to playing infantry only or can cavalry be a thing? What's the tech-level? Heavy Assault implies we have gatling guns and the like, but the abilities talk about shields and melee stuff.

Additionally, there are some pretty OP abilities on the lists you've linked. Just outright invincibility for one with Indestructible, or OHKOs with Sudden Death that negates all defenses, and a bunch of things that allow infinite stacking of bonuses. What power level are we expected to have exactly?

Each player will control a single character, and you're all playing infantry. The tech level is mostly modern for humans with a number of concessions due to magic and the fact that the quest that chronologically takes place a few years after this RP was created in 2016. For Elves it's mostly generic high fantasy.

The ability list also includes stuff that only gods in the setting are supposed to have. Just because it's on the list doesn't mean it's usable, the upper bounds of the the ability bible aren't legal for use even in the normal RP's, and this RP has a significantly lower power ceiling than those. You're playing mooks that were badass enough to become named characters, but are still at the end of the day squishy humans.

Just make a sheet and I or other players will give you pointers if something needs to be changed.
 
Gladys Graum
Bringing back my character from the first attempt at this, because I really like the sheet ( and now have an even better understanding of how to rp the character than before ).

(Unified Light / Elvin Empire) Gladys Graum


Not pictured: Her shield.
Stats

Health: 500
Base Damage: 300
Base Resilience: 100
Magic Modifier: 135

Affinity: Steel
Weapon


Sword of The Legion
Level 1
Attacks Per Turn: 1
Affinities: Steel
Ability: Limitless

Shield Of The Legion
Level 1
Attacks Per Turn: N/A
Affinities: Steel
Ability: Damage Block | Indestructible
Armory Items

Remote Quadcopter Drone
Unarmed, capable of flight, and capable of relaying back it's camera feed to it's remote controller.

Brandcraft Stencil: Flashbang
Expend a use to apply a crude brandcraft array to a fist-sized or larger object. When an object with an applied array is struck and the array is active, the array is expended to create a flash, a bang, and a shove of force. Only one such array may be on a given object at a time, attempts to stack result in immediate discharge of all such arrays on an object and still expend the use.
Uses Per Day: 1
Uses Remaining: 1
Abilities

The Steel Tide
-The highly trained Elf Legions are skilled in the support of fellow soldiers on the battlefield. All Elf Legionnaires are melded into a single entity during combat.

Numbers Beyond Counting
-The Elf Legions are as numerous as the grains of sand in a desert. Where there is one Elf Legionnaire, there are thousands more.

The Phalanx
-When combined under the effects of The Steel Tide, the Base Resilience of the Elf Legion is equal to the front row of Elf Legionnaires. The Base Damage is the front three rows of the army. This ability risks breaking under a sufficiently strong attack.

Thick Armor
-Reduces the effectiveness of Armor Pierce and derivates by 25%. Does not affect Unstoppable.

Redoubled Effort
-While Gladys and her allies have fewer actions per turn than their enemies, all of her stats are doubled (including ApT).

Esprit De Corps
-Gladys and melded allies are immune to fear. She can meld with non-Elf Legionnaires using The Steel Tide. The Phalanx gains half the base damage of non-Elf Legionnaires without ranged weapons in the first three rows or with ranged weapons, and gains half the base resilience of non-Elf Legionnaires in the first row.

Bodyguard
-Gain 100% additional base resilience per level of Shield Of The Legion against attacks caught by it. Attacks against allies below 20% health are automatically blocked.


Specialty: Bulwark
-Granted Shield Of The Legion and Thick Armor.

Perk Points:
-1 Perk Point: Redoubled Effort personal ability.
-1 Perk Point: Esprit De Corps personal ability.
-1 Perk Point: Bodyguard personal ability.

Stats Points:
-100 points boosting health
-50 points boosting base damage
-65 points boosting base resilience
-35 points boosting magic modifier

Gladys Graum was born the daughter of a Legionnaire, the younger sister of Legionnaires, and grew up aiming to become a Legionnaire. Her first deployment was shortly before the Fall Of Hope, and in the chaos that followed, the iron of discipline and training was forged into steel. When the legion was outnumbered, Gladys pushed herself to pick up the slack. When the phalanx might break, her shield helped anchor the line for it to reform. By the standards of the Legion, Gladys was exemplary within a given unit.
During an ill fated operation combining Counter Force soldiers and the Elven Legions, a Phalanx she was in was broken by a flanking strike courtesy of Dark Star sorcerers. Amidst the melee, Gladys was able to rally some number of Legionnaires around her and regroup with nearby Counter Force elite soldiers. With her (temporary) leadership, the combined forces became a steel tide of sorts; Not as durable or strong as the same number of elves, but more than capable enough to reform a makeshift Phalanx and retreat for another deployment.
Following this, Gladys became restless. While she remained exemplary within the Steel Tide and Phalanx, they now felt incomplete to her. The union she had experienced with the non-Elves during the ill fated operation called to her, and through seeking out more joint operations, she came to understand why. True, she was raised into the Elven Legion, but she was not content to merely be an Elven Legionnaire. Through cooperation with non-Elves, she made others greater than the sum of than themselves in ways that the Elven Empire had not envisioned in the founding of it's own Legion.
Gladys volunteers for this operation as an Elven Legionnaire, but she brings with her The Spirit Of The Legion.

Discovered complete Hell's Foot Soldier sheet! Gain 1 exp.
Discovered complete Husk sheet! Gain 1 exp.
Discovered complete Infernal sheet! Gain 1 exp.
Discovered complete Hellhound sheet! Gain 1 exp.
Discovered complete Hellhound Alpha sheet! Gain 1 exp.
Met Magical Girl War Forger! Gain 1 exp.
Met Magical Girl Rift Diver! Gain 1 exp.
Entered a new Dimension! Gain 1 exp.
Killed 15 Class 1 Demons! Gain 15 exp.
Total Exp gained: 23
No Exp spent yet
Total Exp banked: 23

If you want us to offer upgrade ideas... I don't know, maybe her sword gets Riposte? She develops a Spell that upgrades Weapons of Gladys and melded allies? Vague ideas, and probably unnecessary, but they are there.

Edit: As of the end of the intro fight, Redoubled Effort has been changed to it's current effect.
 
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Akira Thompshon
(Unified Light/Counter Force): Akira Thompshon
Stats
Health: 500
Base Damage: 350
Base Resilience: 200
Magic Modifier: 100
Affinity: Music
Weapon/Items
Anti-Demon Rifle
Attacks Per Turn: 1
Affinity: Holy- +60% damage against Chaos
Ability: Full Auto
Spells
Song of Unhealing
Level 1
Base Damage: 50
Magic Modifier: 55
Affinity: Music
Ability: Detonate

-Song of Fear
Base Damage: N/A
Magic Modifier: N/A
Affinity: Music
Ability: Terror
Abilities
Specialization:
Practitioner:
-Gain a magic modifier of 50, an affinity, and the Practitioner ability for free.(Requirement for spending perk points on spells and/or any ability that cannot be used without magic, such as Flight.)
Elite Soldiers
-Human Infantry will automatically seek to synchronize their attacks against opposing targets of sufficient strength.

Finest Hour
-Human Infantry are immune to Fear effects, and have their Base Damage tripled against an enemy that is under a mental hindrance, such as Fear or Confusion.
Sprint-1 Perk Point
Personal Ability:
Song of Healing
-Whenever Song of Unhealing is cast, heal all allies within hearing distance for 1/2 of its Total Damage

Perk Points Spent:
-1 point on the Song of Healing
-2 Perk Points spent on spells.

Stat points:
100 on Damage
100 on Resilience
50 on Magical Modifier

Biography:
Born and raised in a well off family, her childhood was unremarkable for the most part, developing a love of music and singing. The most notable part of her life was when she ended up joining the Counter Force, where she ended up being awakened to her magic. Afterwards, she ended up developing it while in the Counter Force, her songs healing her allies as they damaged her enemies. The sight of her was a welcome sight to any unit she was attached to.

EXP Gained:
+5 from enemy profiles
+2 from meeting Magical Girl War Forger and Rift Diver+
+1 from entering a new dimension
+15 from first combat encounter

Items Gained
Combat:
Cyro Grenade
Level: n/a
Base Damage: N/A
Magic Modifier: N/A
Usage Limit: 8
Abilities: Chill 2/Detonate

Support:
ATV: A four wheeled light vehicle well suited to scouting, the ATV is tougher than it looks.

Health: 250
Resilience: 250
Base Damage: N/A
Magic Modifier: N/A
ApT: N/A

Abilities:
Runic defenses: An ATV divides the damage of all magical attacks against it by 2.
Sprint 6: An ATV can move at and maintain a top speed of 60 mph.
Crew 2: An ATV can carry a maximum of two human sized characters.
Shooter's stand: If an ATV is carrying two people, the passenger may make attacks if they have a ranged weapon and/or spells.
 
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Alright looks like it's back, unlike the last time I'm only going to make a single submission for now, but rest assured that my rifleman and grenadier are still on the backburner. I'm going to be on my phone for quite a while so sorry if things look a little choppy, but I'm planning to come back and edit things up when I get back to a computer

(Unified Light / Counter Force) 1st Lieutenant Robin Ackerberry

1st Lt. Robin Ackerberry​

Stats
A.K.A. Lieutenant Ackerberry, "Row-your-Boat"
Health: 100 (600)
Base Damage: 350
Base Resilience: 20 (150)
Magic Modifier: N/A

Stat Growth: +60 BD, +0 MM, +20 HP, + 10 BR

Specialization: Commando

+ 1 Weapon with one ability and Dual-Wield

Affinities: N/A
Weapon
Anti-Demon Rifle
Level 1

Attacks per Turn: 1
Affinities: Holy
Abilities: Full-Auto

Officer's Pistol
Level 1

Attacks per Turn: 1
Base Damage: 215
Magic Modifier: N/A
Affinities: N/A
Abilities: Juggernaut
Abilities
Academy Training
- 1st Lieutenant Ackerberry's allies gain a flat +%50 damage bonus and a +%25 resilience boost when under her command.

You Better Say Sir
- Sacrifice an action to have an ally attack an enemy for you during your turn, up to a maximum of Officer Pistol's ApT.

We Got One! Get More!
- Every kill made by an ally gives Officer's Pistol an action, up to a maximum of it's base ApT.

Dual Wield
- Lieutenant Ackerberry can utilize both of their weapons simultaneously.

Elite Soldiers
- Human Infantry will automatically seek to synchronize their attacks against opposing targets of sufficient strength.

Finest Hour
- Human Infantry are immune to Fear effects, and have their Base Damage tripled against an enemy that is under a mental hindrance, such as Fear or Confusion.
Workshop
Abilities:

Leading by Example
- Any allied attacks against a target struck by the lieutenant's Anti-Demon Rifle are synchronized.

Blood, Grit, and Ammo
- Doubles the amount of ticks from Anti-Demon Rifle's Full-Auto, but gives the weapon Magazine 3.


Robin isn't scared; She just doesn't know what she's doing. It doesn't matter, though, because it looks like she knows what she's doing. Grumbling enlisted men looking for vindication, there's her admission, plated in solid gold. And yet, here she is, being picked by pencil pushers up on high for what by all rights should at least be a Captain's job. Spearhead and lead the conventional Counter-Force contingent of a multi-species operation deep into enemy lines, feet first into a dimension she's never even heard of. No recon, they do that on site. No prep work, they do that on site. No support, 'cept for two barely legal Magical Girls she has no control over. She's supposed to do all this

Just.

Casually.

How long has she been a lieutenant again? Scratch that, how many combat operations has she been in? She doesn't even have Special Forces training! She doesn't kid herself, though, because she knows why she was chosen; it's because of her 'Frisco Commission. Graduate from a prestigious military academy, and every two-bit staffer brushing past hundreds of names at light speed starts clamoring at your feet to rattle you off into the most specialized combat roles they can find for you - it doesn't help that there's a war on, and well-be-do junior officers are a rare breed. With like, all of them dying and all. The need for bodies surpasses everything.

Oh well. She'd just have to get through the same way she got through her past commands; Faking it, trying to call back half-remembered theory, and a whole lot of luck.
 
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Just make a sheet and I or other players will give you pointers if something needs to be changed.
Understood! Currently in the process of making a mass-summon type character that just throws chaff at our enemies as meat shields and mine clearers to preserve our actually valuable troops.

That said, this seems like a already established setting so where should I go to understand its nitty gritty more?
 
(Unified Light / Counter Force) Allderdale


By kgproject2
Stats
Health: 500
Base Damage: 250
Base Resilience: 100
Magic Modifier: 50 (Practitioner) + 250 (Stat Points) = 300
Affinity: Death (Practitioner)
Weapon
Cursed Pistol
Attacks Per Turn: 1
Affinity: Holy
Ability:
- Legion [Free Ability]
-- Whispers of something unnatural fill Allerdale's ears. It tells her that so long as this gun remains in her hand, the dead are slaves to her will. So long as she never lets them go, neither will they.
Abilities
Elite Soldiers
- Human Infantry will automatically seek to synchronize their attacks against opposing targets of sufficient strength.

Finest Hour
- Human Infantry are immune to Fear effects, and have their Base Damage tripled against an enemy that is under a mental hindrance, such as Fear or Confusion.

Specialization: Practitioner
- Gain a magic modifier of 50, an affinity, and practitioner for free. (Requirement for spending perk points on any ability that cannot be justified by mundane means.)
Spells
Grand Summoning [2 Perks]
- A Grand Summoning Spell that came to Allerdale in whispers and dreams. The sound of a disembodied trench whistle awakens spirits long sleeping, grasping hands and tattered uniforms breaking the earth apart to bask in the light of the world once more as they are called to relive their last moments in the battlefield. This spell will either summon a mind-boggling number of weak spirits or call-forth few but vastly more powerful creatures. In rare occasions, both can happen.

Manufacture [1 Perk]
- With a wave of her hand, Allerdale is able to quickly conjure a new structure, item, or even a high-quality golem. This spell, however, is not instantaneous and has little utility in the battlefield.
Right, prototype of a character. An Elf officer for a unit of humans. Why? It was the best pic of a modern-ish necromancer that I could find. Just consider her the free practitioner from the specialization. :p

Backstory pending, but basic concept is that there's a cursed pistol with a lich trapped inside or something, which was then found by a Elf who is unwittingly being used by it, or someone brought the lich a corpse to puppet but it's grown so senile over the eons of sensory deprivation that it genuinely believes it is the Elf it's possessing.

Mechanics wise, this is very much a support character rather than one focused on fighting on the frontlines. We get a massive, untiring workforce to set-up a base and scout our surroundings, thus freeing our more valuable troops for other things. Manufacture also helps speed along the construction of our base. In combat, equipping those skeletons with someone else's Limitless weapons would make them perfect meatshields for the troops we can't easily recover.

That said, I'm not sure if what undead Allerdale can summon will be up to the GM, or if I'm supposed to make them (Not sure what rules to adhere to in creating said undead summons).
 
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Solus Warwick
Every time you do this when I am asleep. I am never going to be first to post even with a sheet ready. Same as last time, here is Solus.

(Unified Light / Elvin Empire) Solus Warwick

Stats

Health: 500
Base Damage: 250
Base Resilience: 185
Magic Modifier: 100

Affinity: Fire
Weapon

Ember
A sleek, lightly curved blade imbued with heat enchantments that allow slicing through armoured opponents more easily.
Level 1
Attacks per Turn: 1
Affinities: Fire
Ability: Armor Pierce

Ash
A thin dagger enchanted to seek out vulnerable spots on its own.
Level 1
Attacks per Turn: 1
Affinities: Fire
Ability: Critical Strike
Spells

Volcano's Embrace
Child of Magmos, fire runs through your veins and ignites a well of even greater power. Adds damage modifiers equal to Boost plus modifier roll to weapon attacks
Level 1
Base Boost: 100
Magic Modifier: 75
Affinity: Fire
Ability: Boost-Self | Boost-Weapon
Abilities

Specialisation: Champion

The Steel Tide
-The highly trained Elf Legions are skilled in the support of fellow soldiers on the battlefield. All Elf Legionnaires are melded into a single entity during combat.

Numbers Beyond Counting
-The Elf Legions are as numerous as the grains of sand in a desert. Where there is one Elf Legionnaire, there are thousands more.

The Phalanx
-When combined under the effects of The Steel Tide, the Base Resilience of the Elf Legion is equal to the front row of Elf Legionnaires. The Base Damage is the front three rows of the army. This ability risks breaking under a sufficiently strong attack.

Dual Wield
-Solus can utilize both of his weapons simultaneously.

A Blade Forged From Scraps
-While Solus is under the effect of The Steel Tide with 10 or less others, their Phalanx can not be broken involuntarily.

Child of the Flame
-When Volcano's Embrace is cast, it burns away all negative effects on Solus. While the spell is active, he becomes immune to heat-/cold-based effects and attacks of a level below or equal to spell level.


-Stack of Featherlight Charms (sturdy paper talismans; significantly reduce weight of what-/whoever they are attached to)
-Mana Battery (Maximises MM rolls for the next 2 combat turns after use, recharges over time)

Gained Total: 23xp
Spent: 0
Banked: 23xp


Receipt:
-

Flash Fire
Solus may cancel Volcano's Embrace to negate an enemy's action. If successful, this applies Blind to that enemy and Dazzle to enemies within 10m looking in Solus's direction.

Armaments Of The Legion has no distinct starter Ability, so I went with a basic Armor Pierce. Limitless does not really work otherwise because I think the standard sheet has it to signify how inexhaustible their supplies are, not that each Legionnaire can draw a new one from nowhere whenever.

Stat Point allocation:
-150 into Base Resilience
-100 into Health

Perk Point distribution:
-Buying Volcano's Embrace (Technically just one Ability because Boost-Self is necessary for any buff type spells)
-Buying Child of the Flame
-Buying A Blade Forged From Scraps

Solus is an exemplary soldier and legionnaire, the third child out of a conventional family of nine. Though always more fervent than most, military training tempered his passion into a formidable weapon. He fought in a number of engagements across the LDC, dutifully marching alongside his brothers and sisters in arms.

What makes him shine brighter than all the rest is an incident soon after the Fall of Hope. His unit was shattered by an assault led by Goddess Grey, the remnants scattered across enemy territory and hunted down. Solus not only survived, but took charge of the other survivors without hesitation. Together, though but a handful of them managed to remain together, they scouted out a weakness in the enemy lines and broke through. Their return to the Light was not a glorious one, but they did return.

In the end, exceptional conduct saw Solus promoted to a low-ranking officer. He has yet to earn a proper command after finishing additional training, but he knows it is merely a matter of time. This assignment may not be his first choice to earn his laurels, but he will grasp for it regardless. Thus he volunteered.
[\spoiler]
 
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Separating commentary from my submission into a second post.
That said, this seems like a already established setting so where should I go to understand its nitty gritty more?
Welcome to the madness! You want to look at Crystalwatcher's Magical Girl Quest for the source material. It is dead but dreaming at the moment, though. There are a number of spinoffs, of which I know at least one is complete without checking because I wrote it: Peril's Origin. That may also be interesting because it goes a bit more deeply into the lore.

Just keep in mind that basically all the spinoffs are magical girl Quests; Magical Girls are dedicated hero units in this setting, their power ceiling is far higher than that of common troopers.

Now let me take a look at your sheet
Right, prototype of a character. An Elf officer for a unit of humans. Why? It was the best pic of a modern-ish necromancer that I could find. Just consider her the free practitioner from the specialization. :p
Alright, let's start at the top. Elves can not have the Death Affinity. Any non-human entities are primarily locked to substances instead of concepts. At the same time, necromancy in this setting does not depend on an Affinity, so Elven defaults work fine. That is, Fire and Steel; substances relating to either work too if you want to do something specific, but you should not need them.

Next up, it may be cleaner to put the stat boosts as notes below your sheet instead of into it. That makes it easier to read at a glance. You can use my submission above as a reference. Also, the Spells tab belongs between Weapon and Abilities, not at the end.

Speaking of, I notice is that you got the wrong idea about spells. Which is an understandable mistake to make because the default sheets we are given have none. You can take a look at my submission above to see how the format has to be. Furthermore, Grand Summoning and Manufacture are not spells, they are Abilities that go on a spell. Think of these as tags that define how a given weapon or spell works.

We did have another elven submission with human abilities as part of the foreign legion, so you should be in the clear there. But you can not give an Elf the Practitioner specialty, setting conventions require that it is separate. You would have to pick the elven mage as a specialisation. And leave out this 'Sorceror' Ability unless Frost actually comes and tells us what it does. Humans are the only race that needs a special ability (Practitioner) to do magic, which is what I assume 'Sorceror' is meant to be an equivalent to unless proven otherwise.

Looking at what you aim at, the specialisation actually gives you a decent chunk of what you want already. It makes sense as a concept too because Elves in CMGQ canon deploy necromancy for part of their workforce. I mention that because it can help you with the backstory later. I was also reminded that Necromancy is essentially bargaining and binding ambient spirits to corporeal forms to do things for you. Want to keep that in mind.

Anyway, the Mage specialisation gives you a spell with 2 Abilities. You can put Summoning and Legion on it, then you already have what you need. Grand Summoning is out of your range for this RP. As a rule of thumb, better stick to the basic versions of Abilities here. I think your character's getup qualifies as hat and robe, but you need to lose the weapon.

I think I covered everything you have so far, but after converting it you have three perk points left to spend. Frost needs to chime in how he wants to handle summons, but I see two approaches: one is actual in-setting necromancy, for which you need to do bargaining with spirits. Someone else needs to tell you the particulars, I do not actually know them. Necromancy rarely comes up. The alternative is to summon them as magical constructs.

Upside of summoning is that your character is not dependent on existing corpses or constructs, and does not need to do any bargaining. Downside is that they will likely be weaker. In-setting necromancy may allow to just use the statlines of defeated enemies, which sidesteps making up new ones for your minions. Your choice there.

Lastly for now, I think you should spend at least one perk point on a non-standard personal Ability. Some kind of additional power you would like your character to have. At least the other two will have to be held for now while we figure out how to set up your character's summoning. Animating existing corpses requires probably another Ability or two, summoning minions would require you to buy them with points. You can probably just put your summons in the weapon tab in that situation. Mainly to prevent clutter.

@LostDeviljho please take a look over this too, your insight would be helpful.
 
(Unified Light / Elvin Empire) Allerdale of the Foreign Legion


色々 by ヤンヤン (Pixiv)​
Stats
Health: 400
Base Damage: 250
Base Resilience: 35
Magic Modifier: 350
Affinity: Fire
Weapon
N/A
Spells
Sound the Whistle
A spell that came to Allerdale in the form of whispers and dreams. Bound spirits long asleep are called forth to materialize themselves as skeletal parodies of their former selves, the disembodied sound of a trench whistle heralding their arrival as desperate, grasping hands break the earth to reveal tattered uniforms and eye sockets empty of anything save a burning yet pale green light.
- Level 1
- Base Boost: ???
- Magic Modifier: ???
- Affinity: Fire
- Ability 1: Summoning - Be they the restless soul of a powerful Wight who once stood gallant above their lessers, or the synchronized march of a group of Skeletons, all eventually answer to the sound of the Whistle.
- Ability 2: Legion - The undead follow Allerdale with unerring loyalty despite knowledge of their inevitable end. As in life, same in death.

Abilities
Specilization: Mage
- Gain another spell with two abilities or two spells with one ability, as well as the Sorcerer ability, but lose your weapon. Your character picture must have a robe and/or wizard hat.

Elite Soldiers
-Human Infantry will automatically seek to synchronize their attacks against opposing targets of sufficient strength.

Finest Hour
-Human Infantry are immune to Fear effects, and have their Base Damage tripled against an enemy that is under a mental hindrance, such as Fear or Confusion.
Backstory
WIP
Stat and Perks Expenditure
Stats:
- Character Creation: 250 to Magic Modifier

Perks:
- Character Creation: 3 Perks Unused

Took Naron's advice. Going for a Foreign Legion type I think? Elven officer with human troops. Not entirely sure whether that makes her part of the Counter Force or Elvin Empire since I gave her Elf starting stats but her Abilities are for Human Infantry. Can't really make a backstory yet for her, but it is in the works!

Going to wait on the GM's decision about how Summons will be handled, but I am toying with the idea of the Summoning spell also giving a Terror AoE per cast to take advantage of Finest Hour. Fits the spooky theme of having skeletons suddenly come up from the ground too. Not entirely sure how to do that though, there doesn't seem to be an ability that turns status effects into AoEs. Maybe add Manufacturing instead? Give the summons a little boost in quality equipment to use/bodies to possess, or if using the 1 Wight instead, boosting them further by fusing them with Manufacturing's High-Quality Golem.

Additionally, how is a Spell's Base Boost and Magic Modifier decided?

Another idea is the personal ability of going Invisible, or some sort of counter-counter-spell. The former so the summoner can't be sniped, and the later to keep mass-dispels or silence spells from easily countering her. I don't think there's an ability for the latter however.
 
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Additionally, how is a Spell's Base Boost and Magic Modifier decided?

Another idea is the personal ability of going Invisible, or some sort of counter-counter-spell. The former so the summoner can't be sniped, and the later to keep mass-dispels or silence spells from easily countering her. I don't think there's an ability for the latter however.
Seeing that the first one clearly came from my spell setup, let's see. The first bit to know there is that CMGQ is light on dice. The RPs have a little more, but that is only Initiative. Outside of those, only the Magic Modifier is rolled in form of a die with as many sides as its value, then added on top of every associated attack or spell.

Meaning, if we take my Solus for example:
Volcano's Embrace
Child of Magmos, fire runs through your veins and ignites a well of even greater power. Adds damage modifiers equal to Boost plus modifier roll to weapon attacks
Level 1
Base Boost: 100
Magic Modifier: 75
Affinity: Fire
Ability: Boost-Self | Boost-Weapon
His boost spell always increases by 100 + 1d75 at level 1.

Additionally, a character's Magic Modifier is rolled on regular weapon attacks and their defense whenever they are attacked. Spells generally have their own and use that instead.

Outside of that, I do not think you need to worry about Dispel. That Ability is pretty rare and unlikely to show up at all.
 
Hum…
Intrigued but it's been awhile and I've never formalized a sheet in the Crystalwatcher style before.
Posting this with intent to come back and craft a sheet in this space!
 
Bringing back my character from the first attempt at this, because I really like the sheet ( and now have an even better understanding of how to rp the character than before ).

(Unified Light / Elvin Empire) Gladys Graum


Not pictured: Her shield.
Stats

Health: 500
Base Damage: 300
Base Resilience: 100
Magic Modifier: 135

Affinity: Steel
Weapon


Sword of The Legion
Level 1
Attacks Per Turn: 1
Affinities: Steel
Ability: Limitless

Shield Of The Legion
Level 1
Attacks Per Turn: N/A
Affinities: Steel
Ability: Damage Block | Indestructible
Abilities

The Steel Tide
-The highly trained Elf Legions are skilled in the support of fellow soldiers on the battlefield. All Elf Legionnaires are melded into a single entity during combat.

Numbers Beyond Counting
-The Elf Legions are as numerous as the grains of sand in a desert. Where there is one Elf Legionnaire, there are thousands more.

The Phalanx
-When combined under the effects of The Steel Tide, the Base Resilience of the Elf Legion is equal to the front row of Elf Legionnaires. The Base Damage is the front three rows of the army. This ability risks breaking under a sufficiently strong attack.

Thick Armor
-Reduces the effectiveness of Armor Pierce and derivates by 25%. Does not affect Unstoppable.

Redoubled Effort
-While Gladys and her allies have fewer actions per turn than their enemies, she gains actions equal to the difference.

Esprit De Corps
-Gladys and melded allies are immune to fear. She can meld with non-Elf Legionnaires using The Steel Tide. The Phalanx gains half the base damage of non-Elf Legionnaires without ranged weapons in the first three rows or with ranged weapons, and gains half the base resilience of non-Elf Legionnaires in the first row.

Bodyguard
-Gain 100% additional base resilience per level of Shield Of The Legion against attacks caught by it. Attacks against allies below 20% health are automatically blocked.


Specialty: Bulwark
-Granted Shield Of The Legion and Thick Armor.

Perk Points:
-1 Perk Point: Redoubled Effort personal ability.
-1 Perk Point: Esprit De Corps personal ability.
-1 Perk Point: Bodyguard personal ability.

Stats Points:
-100 points boosting health
-50 points boosting base damage
-65 points boosting base resilience
-35 points boosting magic modifier

Gladys Graum was born the daughter of a Legionnaire, the younger sister of Legionnaires, and grew up aiming to become a Legionnaire. Her first deployment was shortly before the Fall Of Hope, and in the chaos that followed, the iron of discipline and training was forged into steel. When the legion was outnumbered, Gladys pushed herself to pick up the slack. When the phalanx might break, her shield helped anchor the line for it to reform. By the standards of the Legion, Gladys was exemplary within a given unit.
During an ill fated operation combining Counter Force soldiers and the Elven Legions, a Phalanx she was in was broken by a flanking strike courtesy of Dark Star sorcerers. Amidst the melee, Gladys was able to rally some number of Legionnaires around her and regroup with nearby Counter Force elite soldiers. With her (temporary) leadership, the combined forces became a steel tide of sorts; Not as durable or strong as the same number of elves, but more than capable enough to reform a makeshift Phalanx and retreat for another deployment.
Following this, Gladys became restless. While she remained exemplary within the Steel Tide and Phalanx, they now felt incomplete to her. The union she had experienced with the non-Elves during the ill fated operation called to her, and through seeking out more joint operations, she came to understand why. True, she was raised into the Elven Legion, but she was not content to merely be an Elven Legionnaire. Through cooperation with non-Elves, she made others greater than the sum of than themselves in ways that the Elven Empire had not envisioned in the founding of it's own Legion.
Gladys volunteers for this operation as an Elven Legionnaire, but she brings with her The Spirit Of The Legion.

If you want us to offer upgrade ideas... I don't know, maybe her sword gets Riposte? She develops a Spell that upgrades Weapons of Gladys and melded allies? Vague ideas, and probably unnecessary, but they are there.

Valid.

(Unified Light/Counter Force): Akira Thompshon
Stats
Health: 500
Base Damage: 350
Base Resilience: 200
Magic Modifier: 100
Affinity: Music
Weapon/Items
Anti-Demon Rifle
Attacks Per Turn: 1
Affinity: Holy- +60% damage against Chaos
Ability: Full Auto
Spells
Song of Unhealing
Level 1
Base Damage: 50
Magic Modifier: 55
Affinity: Music
Ability: Detonate

-Song of Fear
Base Damage: N/A
Magic Modifier: N/A
Affinity: Music
Ability: Terror
Abilities
Specialization:
Practitioner:
-Gain a magic modifier of 50, an affinity, and the Practitioner ability for free.(Requirement for spending perk points on spells and/or any ability that cannot be used without magic, such as Flight.)
Elite Soldiers
-Human Infantry will automatically seek to synchronize their attacks against opposing targets of sufficient strength.

Finest Hour
-Human Infantry are immune to Fear effects, and have their Base Damage tripled against an enemy that is under a mental hindrance, such as Fear or Confusion.
Sprint-1 Perk Point
Personal Ability:
Song of Healing
-Whenever Song of Unhealing is cast, heal all allies within hearing distance for 1/2 of its Total Damage

Perk Points Spent:
-1 point on the Song of Healing
-2 Perk Points spent on spells.

Stat points:
100 on Damage
100 on Resilience
50 on Magical Modifier

Biography:
Born and raised in a well off family, her childhood was unremarkable for the most part, developing a love of music and singing. The most notable part of her life was when she ended up joining the Counter Force, where she ended up being awakened to her magic. Afterwards, she ended up developing it while in the Counter Force, her songs healing her allies as they damaged her enemies. The sight of her was a welcome sight to any unit she was attached to.

Valid.

Alright looks like it's back, unlike the last time I'm only going to make a single submission for now, but rest assured that my rifleman and grenadier are still on the backburner. I'm going to be on my phone for quite a while so sorry if things look a little choppy, but I'm planning to come back and edit thing up when I get back to a computer

(Unified Light / Counter Force) Major Robin Ackerberry

Major Robin Ackerberry

Stats
A.K.A. Major Ackerberry, "Row-your-Boat"

Health: 100 (600)
Base Damage: 350
Base Resilience: 20 (150)
Magic Modifier: N/A

Battlefield Awareness points left: [][][][][]

Stat Growth: +60 BD, +0 MM, +20 HP, + 10 BR

Specialization: Commando

+ 1 Weapon with one ability and Dual-Wield

Affinities: N/A
Weapon
Anti-Demon Rifle
Level 1

Attacks per Turn: 1
Affinities: Holy
Abilities: Full-Auto

Officer's Pistol
Level 1

Attacks per Turn: 1
Base Damage: 115
Affinities: N/A
Abilities: Juggernaut
Abilities
NOTE: Robin's "command radius" is equal to her area of awareness.

Battlefield Awareness
- Every turn, gain one Battlefield Awareness point, up to a maximum of five. Each ally within Major Ackerberry's command range gets the following stacking benefits per point:

  • +45% Base Damage
  • +20% Base Resilience

Battlefield Awareness points can also be given before a battle by scouting the battlefield before an engagement, with every thirty minutes of scouting giving one Battlefield Awareness point each.

You Die When I Say
- When an enemy attack would drop an ally's HP to or below zero, burn up one Battlefield Awareness point to drop them to 1 HP instead.

Supervision
- Sacrifice an action or an ally's action to give another ally an action. Alternatively, burn up one Battlefield Awareness point.

Dual Wield
- Major Ackerberry can utilize both of their weapons simultaneously.

Elite Soldiers
- Human Infantry will automatically seek to synchronize their attacks against opposing targets of sufficient strength.

Finest Hour
- Human Infantry are immune to Fear effects, and have their Base Damage tripled against an enemy that is under a mental hindrance, such as Fear or Confusion.



W.I.P.
Denied pending a rework of Battlefield Awareness.

Every time you do this when I am asleep. I am never going to be first to post even with a sheet ready. Same as last time, here is Solus.

(Unified Light / Elvin Empire) Solus Warwick

Stats

Health: 500
Base Damage: 250
Base Resilience: 185
Magic Modifier: 100

Affinity: Fire
Weapon

Ember
A sleek, lightly curved blade imbued with heat enchantments that allow slicing through armoured opponents more easily.
Level 1
Attacks per Turn: 1
Affinities: Fire
Ability: Armor Pierce

Ash
A thin dagger enchanted to seek out vulnerable spots on its own.
Level 1
Attacks per Turn: 1
Affinities: Fire
Ability: Critical Strike
Spells

Volcano's Embrace
Child of Magmos, fire runs through your veins and ignites a well of even greater power. Adds damage modifiers equal to Boost plus modifier roll to weapon attacks
Level 1
Base Boost: 100
Magic Modifier: 75
Affinity: Fire
Ability: Boost-Self | Boost-Weapon
Abilities

Specialisation: Champion

The Steel Tide
-The highly trained Elf Legions are skilled in the support of fellow soldiers on the battlefield. All Elf Legionnaires are melded into a single entity during combat.

Numbers Beyond Counting
-The Elf Legions are as numerous as the grains of sand in a desert. Where there is one Elf Legionnaire, there are thousands more.

The Phalanx
-When combined under the effects of The Steel Tide, the Base Resilience of the Elf Legion is equal to the front row of Elf Legionnaires. The Base Damage is the front three rows of the army. This ability risks breaking under a sufficiently strong attack.

Dual Wield
-Solus can utilize both of his weapons simultaneously.

A Blade Forged From Scraps
-While Solus is under the effect of The Steel Tide with 10 or less others, their Phalanx can not be broken involuntarily.

Child of the Flame
-When Volcano's Embrace is cast, it burns away all negative effects on Solus. While the spell is active, he becomes immune to heat-/cold-based effects and attacks of a level below or equal to spell level.


Armaments Of The Legion has no distinct starter Ability, so I went with a basic Armor Pierce. Limitless does not really work otherwise because I think the standard sheet has it to signify how inexhaustible their supplies are, not that each Legionnaire can draw a new one from nowhere whenever.

Stat Point allocation:
-150 into Base Resilience
-100 into Health

Perk Point distribution:
-Buying Volcano's Embrace (Technically just one Ability because Boost-Self is necessary for any buff type spells)
-Buying Child of the Flame
-Buying A Blade Forged From Scraps

Solus is an exemplary soldier and legionnaire, the third child out of a conventional family of nine. Though always more fervent than most, military training tempered his passion into a formidable weapon. He fought in a number of engagements across the LDC, dutifully marching alongside his brothers and sisters in arms.

What makes him shine brighter than all the rest is an incident soon after the Fall of Hope. His unit was shattered by an assault led by Goddess Grey, the remnants scattered across enemy territory and hunted down. Solus not only survived, but took charge of the other survivors without hesitation. Together, though but a handful of them managed to remain together, they scouted out a weakness in the enemy lines and broke through. Their return to the Light was not a glorious one, but they did return.

In the end, exceptional conduct saw Solus promoted to a low-ranking officer. He has yet to earn a proper command after finishing additional training, but he knows it is merely a matter of time. This assignment may not be his first choice to earn his laurels, but he will grasp for it regardless. Thus he volunteered.
[\spoiler]
I'll stop doing it when it stops being funny, also Valid.
(Unified Light / Elvin Empire) Allerdale of the Foreign Legion


色々 by ヤンヤン (Pixiv)​
Stats
Health: 400
Base Damage: 250
Base Resilience: 35
Magic Modifier: 350
Affinity: Fire
Weapon
N/A
Spells
Sound the Whistle
A spell that came to Allerdale in the form of whispers and dreams. Bound spirits long asleep are called forth to materialize themselves as skeletal parodies of their former selves, the disembodied sound of a trench whistle heralding their arrival as desperate, grasping hands break the earth to reveal tattered uniforms and eye sockets empty of anything save a burning yet pale green light.
- Level 1
- Base Boost: ???
- Magic Modifier: ???
- Affinity: Fire
- Ability 1: Summoning - Be they the restless soul of a powerful Wight who once stood gallant above their lessers, or the synchronized march of a group of Skeletons, all eventually answer to the sound of the Whistle.
- Ability 2: Legion - The undead follow Allerdale with unerring loyalty despite knowledge of their inevitable end. As in life, same in death.

Abilities
Specilization: Mage
- Gain another spell with two abilities or two spells with one ability, as well as the Sorcerer ability, but lose your weapon. Your character picture must have a robe and/or wizard hat.

Elite Soldiers
-Human Infantry will automatically seek to synchronize their attacks against opposing targets of sufficient strength.

Finest Hour
-Human Infantry are immune to Fear effects, and have their Base Damage tripled against an enemy that is under a mental hindrance, such as Fear or Confusion.
Backstory
WIP
Stat and Perks Expenditure
Stats:
- Character Creation: 250 to Magic Modifier

Perks:
- Character Creation: 3 Perks Unused


Took Naron's advice. Going for a Foreign Legion type I think? Elven officer with human troops. Not entirely sure whether that makes her part of the Counter Force or Elvin Empire since I gave her Elf starting stats but her Abilities are for Human Infantry. Can't really make a backstory yet for her, but it is in the works!

Going to wait on the GM's decision about how Summons will be handled, but I am toying with the idea of the Summoning spell also giving a Terror AoE per cast to take advantage of Finest Hour. Fits the spooky theme of having skeletons suddenly come up from the ground too. Not entirely sure how to do that though, there doesn't seem to be an ability that turns status effects into AoEs. Maybe add Manufacturing instead? Give the summons a little boost in quality equipment to use/bodies to possess, or if using the 1 Wight instead, boosting them further by fusing them with Manufacturing's High-Quality Golem.

Additionally, how is a Spell's Base Boost and Magic Modifier decided?

Another idea is the personal ability of going Invisible, or some sort of counter-counter-spell. The former so the summoner can't be sniped, and the later to keep mass-dispels or silence spells from easily countering her. I don't think there's an ability for the latter however.

Alright, first off it's always good to see newbies, especially ones that know how to take pointers. I can already tell we're gonna get along great.

Apologies for this taking a while, I just got back to my computer and I kinda forgot my password so I can't log in on mobile. Anyway to answer your questions, an Elf Foreign Legion character is fine. We had one in the last version of this game and I see no reason not to allow it here, it's just gonna cost a perk point. You can also mark her as whichever group you prefer, Counter Force is more correct but you can also mark her as being in both factions since they're allied under the Unified Light.

As for your spell there's a number of ways to do what you want. Summoning is obviously a requirement, however you're kinda shooting yourself in the foot with Legion. It's only required to maintain control of large numbers of summoned creatures, and since I'm not allowing Grand Summoning you won't need it. The Terror idea is also an inspired choice in my opinion, but I do want to warn you that anyone playing a stock Elf won't have protection from Terror or similar effects. There are ways to do it though, it'll just require a personal ability rather than being part of the spell.

I also recommend against Manufacture. It doesn't work very well mid-combat unless it's Instant Manufacture, and IM isn't going to do anything for you that Summoning isn't already doing. Manufacture is meant for building things, not improving them. For improvements to the summons you'll want Affinity Boost if you want to play it simple, or any of the other offensive or defensive abilities. The reason for this is that Summoning spells are complicated, unlike most other spells they have two parts. The actual spell, and the thing/things the spell summons, and the summons get their own stat sheet. Technically this should cost an extra perk point, but I'm feeling nice and I like the idea so I won't.

The base damage of a spell for you guys would usually be in the 50-100 range, and the magic modifier is usually around double your main magic modifier.

Invisibility isn't something I'm going to allow as a personal ability, but it is in the ability bible so you're more than welcome to make an invisibility spell. There is in fact a dispell ability, in fact there's five of them:

Spell-Cancel: Cancels active magic use it contacts. Effect ceases once contact is lost.

Spell-Stop: As Spell-Cancel, but permanently removes buffs and debuffs.

Dispel: Can activate an AoE pulse that removes magical effects in the immediate area.

Grand Dispel: Renders magic use in an area impossible for the round.

Spellbook Lockdown: Seals target's spells. Higher levels seal more spells.

They almost never show up in RP's, but they are there and they are legal.

Now then, for some actual advice on sheet building, if I were you this is what I'd do. Take Legion off of your spell and add Double Cast, it's a pretty straightforward ability that makes any spell it's added two get cast twice for a single action. For you this means two skellybros per turn instead of just one.

That'll take both of your free points for spells, but you still have two perk points after the Human ability switch so we can do a bit more here, plus your summons need actual stats.

Weapon Name
Level 1
Attacks Per Turn: 1
Health: 50 - 200
Base Damage: 10 - 50
Base Resilience: 20 - 50
Magic Modifier: N/A-30
Affinity: Whatever
Ability: Theme-Relevant

Remember how I said being an Elf Mage meant you couldn't carry a weapon? Yeah picking Summon as your spell makes that a fucking lie. You get a weapon, and that weapon gets a full stat line and free ability. Granted, that free ability has to be Autonomous Combat since the summons are independent entities, but still. Once you decide the summons' stats, you've got two perk points left. One of these should be spent adding the Auto Assault so you don't have to spend actions to make them attack, but the other can be used for whatever you want. Like an Invisibility spell, or a Terror spell, or making your summons hit harder. The world is your oyster.

Also, because I forgot to post it earlier, have the link to the official CrystalWatcher's Magical Girl Quest discord server. It's full of people with advice, sheet building experience, and orders of magnitude more involvement in the creation of the original quest, it's spinoffs, and the system that they all run on: Join the Throne of Heroes Online Discord Server!


Hum…
Intrigued but it's been awhile and I've never formalized a sheet in the Crystalwatcher style before.
Posting this with intent to come back and craft a sheet in this space!

Oh my, even more fresh meat. It must be my birthday.
 
Now then, for some actual advice on sheet building, if I were you this is what I'd do. Take Legion off of your spell and add Double Cast, it's a pretty straightforward ability that makes any spell it's added two get cast twice for a single action. For you this means two skellybros per turn instead of just one.
Oh man this gives me an idea.

2 Summons per turn with Double Cast, but if I give Allerdale the Omni-Caster Personal Ability at level 1 with another perk, she can potentially summon 4 Skeletons per turn. Use another perk to give the spell AoE Terror, and the last perk to give my troops and Arabella immunity to fear, and it'd be quite the combo. Of course, this means not going with the Foreign Legion idea.
 
2 Summons per turn with Double Cast, but if I give Allerdale the Omni-Caster Personal Ability at level 1 with another perk, she can potentially summon 4 Skeletons per turn. Use another perk to give the spell AoE Terror, and the last perk to give my troops and Arabella immunity to fear, and it'd be quite the combo. Of course, this means not going with the Foreign Legion idea.

Omni-caster isn't a personal ability. It's a spell ability and I'm not letting you have it at game start.

You'd also need to make a different spell to inflict terror on enemies, it'd take 2 perk points though. One to make the spell inflict Terror, and the other to make it AOE.
 
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Omni-caster isn't a personal ability. It's a spell ability and I'm not letting you have it at game start.

You'd also need to make a different spell to inflict terror on enemies, it'd take 2 perk points though. One to make the spell inflict Terror, and the other to make it AOE.
Technically in terms of system mechanics it is also available as a personal ability (you can always do it) or a weapon ability (applies to any spell that uses that weapon as a focus).

Having it in that way is a way more powerful though, so understandable to forbid having that on a submission.
 
You'd also need to make a different spell to inflict terror on enemies, it'd take 2 perk points though. One to make the spell inflict Terror, and the other to make it AOE.
Considering we can only cast 1 spell a turn, probably not worth it since Allerdale will want to keep summoning during most of her turns.

Maybe spend a Perk point to give it to the Skeletons instead? As a contact effect they cause per hit. Does away with the need to buy immunity to terror for the elf too.
 
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(Unified Light / Counter Force - Elvin Empire) Allerdale of the Foreign Legion


色々 by ヤンヤン (Pixiv)​
Stats
Health: 400
Base Damage: 250
Base Resilience: 35
Magic Modifier: 350
Affinity: Fire
Weapon/Summon


By Wesley Gardner (ArtStation)​
Grave Warrior
- Level 1
- Attacks Per Turn: 1
- Health: 200
- Base Damage: 50
- Base Resilience: 50
- Magic Modifier: N/A
- Affinity: Fire
- Ability1: Autonomous Combat - Though the Whistle sounds the arrival of a Grave Warrior and it follows Allerdale's commands like one would their liege lord, shards of the memories and instincts of the person they used to be allow them to act like a separate entity entirely.
- Ability 2: Auto Assault - Trapped in a grim retelling of their final moments of struggle, the dead lash out again and again in a vain attempt to change history. The actors and the stage of the play may change, but the ink of their story's epilogue has long dried.
- Ability 3: Terror - To see the dead walk beneath the sun's light is a discomforting sight, but to feel the sting of their blades is to relive the agony of their last moments, an affliction of the mind that tests even the most stalwart of spirits.
Spells
Sound the Whistle
A spell that came to Allerdale in the form of whispers and dreams. Bound spirits long asleep are called forth to materialize themselves as skeletal parodies of their former selves, the disembodied sound of a whistle heralding their arrival as desperate, grasping hands break the earth to reveal tattered uniforms and eye sockets empty of anything save a burning yet pale blue light.
- Level 1
- Affinity: Fire
- Base Damage: N/A
- Magic Modifier: ???
- Ability 1: Summoning - Be they the restless soul of a powerful Wight who once stood gallant above their lessers, or the synchronized march of a group of Skeletons, all eventually answer to the sound of the Whistle.
- Ability 2: Double Cast - When the Whistle sounds, many hear and follow it. As in life, same in death.
Abilities
Specialization: Mage
- Gain another spell with two abilities or two spells with one ability, as well as the Sorcerer ability, but lose your weapon. Your character picture must have a robe and/or wizard hat.

Elite Soldiers
- Human Infantry will automatically seek to synchronize their attacks against opposing targets of sufficient strength.

Finest Hour
- Human Infantry are immune to Fear effects, and have their Base Damage tripled against an enemy that is under a mental hindrance, such as Fear or Confusion.
Backstory
WIP
Stat and Perks Expenditure
Stats:
- Character Creation: 250 to Magic Modifier

Perks:
- Character Creation: 1 Perk for an Elvin Mage with Human Infantry Abilities, and 2 Perks to buy Terror and Auto-Assault for the Grave Warrior.

Backstory is still a work in progress, but I'll work that in once I have time to read the basics of the setting. That said, she should be done mechanics-wise!

Did as was advised and changed her Summoning Spell to have Double Cast instead of Legion. The last 2 Perks meanwhile, were invested into the summons themselves. Gave them Terror as an on-hit effect in order to take advantage of the Human Elite Soldier trait, while Regeneration is there to increase the Skeleton's survivability so that Arabella has a chance of summoning them faster than the enemy can kill them.

Also changed the affinity of the Summoning Spell and the Summoned Weapon's Affinity to Death. Feels like it just fits for the undead theme.
 
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Backstory is still a work in progress, but I'll work that in once I have time to read the basics of the setting. That said, she should be done mechanics-wise!
That looks pretty good already! Sorry about the misinformation about Legion, I forgot that is only necessary for large amounts of summons.

However, I still think there can be some tweaking done.

First, stat-wise you should consider if you really want to use all your available points on MM. As I mentioned, it is a die-roll and not further used for anything special, so just putting it in one of the other stats may be more useful. But I have an idea about that which I will get to in a moment.

Next is another setting convention: spells and magical weapons/summons/etc. share Affinities with their owner. Unless one has a personal Ability saying otherwise, they can only use stuff like that if they have the Affinity for it. So a Death-Affinity spell can not be cast by a Fire-Affinity mage. Small thing, but important.

Spell-wise, you should add the Base Damage and Magic Modifier lines. If a spell does not have either of those, they are marked as "N/A" instead of removed. Additionally, having a level is kind of redundant if it only ever summons one minion per cast. So you should either make number of summons scale off of level, or of Magic Modifier roll. The primary approach I have seen consists of a personal Ability clarifying, which Frost will probably allow free of charge because it does not add anything extra.

As an example of what I mean, you could easily justify an MM of 50 on that spell, then create a basic skeleton for every 10 points on the roll. Best case is 5 skellies in one cast, worst case is none. The risk is what justifies the increased output on good rolls.


Lastly, your summons. I would recommend not to pick Regeneration for a third Ability. The CMGQ system is quite liberal with damage and even most basic enemies can shatter one of the level 1 skeletons in a single hit. Regeneration is unlikely to trigger for a good while. You also need Auto Assault on them so they can attack on their own; Autonomous Combat is actually not a requirement, though the number of skeletons after a few turns may necessitate having it.

And while we are at them, now the idea I mentioned earlier. I like the terror effect you have, but thought of an alternative. Assuming you do want to have number of summons scale off the Magic Modifier roll, you could take off that Ability and instead grab a personal one that adds the character's Magic Modifier to any spell they cast. Would be easily justifiable for someone who spent a lot of time around humans, who are all for this sort of shenanigans in the setting. Then we would look at something like 40 skeletons on a high roll, per cast. Sure, they mostly die in one hit, but that is still impressive.

If you do not like betting on dice, I would still recommend to replace Fear with a personal Ability. Specifically one that lets your skeletons jump between your character and an attack. That would add a decent amount of survivability.
 
That looks pretty good already! Sorry about the misinformation about Legion, I forgot that is only necessary for large amounts of summons.
No worries, more corrections are always welcome! I've edited the Spell and Summon Traits accordingly.

Spell-wise, you should add the Base Damage and Magic Modifier lines. If a spell does not have either of those, they are marked as "N/A" instead of removed. Additionally, having a level is kind of redundant if it only ever summons one minion per cast. So you should either make number of summons scale off of level, or of Magic Modifier roll. The primary approach I have seen consists of a personal Ability clarifying, which Frost will probably allow free of charge because it does not add anything extra.
Having it scale off a MM roll would be good I think. The reason I maxed out MM in the first place was to signify Allerdale's ability to summon and maintain a lot of minions, but I'll wait on the GM to decide on how Summoning works exactly. If we do go that route however, I'd be open to taking Terror away to give Allerdale a Personal Ability that gives her MM to the Spell Roll (I assumed MM always applied to every spell cast normally). If not, I'll change up her stats.

That said, since Spells have a Base [Insert Here] stat (Base Damage for Damage Spells, Boost for Buff Spells etc.), couldn't I just use do it like this?

- Base Summon: 1 Grave Warrior per every increment of 10 in a 1d50
- Magic Modifier: 10

This way, with the Magic Modifier of +10, she's guaranteed 1 skeleton even if she rolls below 10? The only example I have at hand of another summoning spell is Magical Girl Sin which has N/A in both, and the Demon Summoner which doesn't have a spell, just a trait to summon 1 minion per every point of its MM.

Maybe the latter is a more elegant solution to this? No spell, just a personal ability that has her roll her MM, and for every increment of 10 she gets to summon 1 minion.

Thanks for helping out so much, there isn't a lot of available explanation for this system and I sadly don't have a lot of time to myself to really dig too deep this weekend.
 
The thing is that this system is pretty free-form in what it allows. You can decide which sort of summoning you want outside of GM intervention in terms of balance.

The main example I work off of is Magical Girl Goddess Red. Quoting the relevant parts of her sheet:
Army of The Apocalypse
Level 30
Base Damage: N/A
Magic Modifier: 30,000
Affinity: Horror | Epic
Ability: Grand Summoning | Legion
The Soldiers of the End
-Army of the Apocalypse summons one Spawn of Chaos per point of the Modifier Roll
As one can imagine, she is a big deal.

Generally, I understand that a summoner's ability to summon depends on how powerful they are supposed to be; as in, stronger summoners have more and stronger summons. This is a fairly low-power RP, but we are supposed to command squads of chaff around anyway. A main character summoner who can add more bodies in the dozens should be fine.

You are correct that "Base Summon" would be a potential solution. I did not suggest this myself because I have never seen that done before. Mind, I am one of the few who uses "Base Boost" on buff spells too. The convention is Base Damage, but you have some freedom to adjust as long as it does not mess with the readability of your sheet.

Oh, and one other thing I forgot earlier: you should remove the flavour text from the weapon and spell Abilities. That goes more into soft mechanics of how the stuff works, where these character sheets are supposed to be primarily hard mechanics of what someone can do. It is good to know how a power manifests, but that should be separate if you want to list them for others to look over.
 
Oh, and one other thing I forgot earlier: you should remove the flavour text from the weapon and spell Abilities. That goes more into soft mechanics of how the stuff works, where these character sheets are supposed to be primarily hard mechanics of what someone can do. It is good to know how a power manifests, but that should be separate if you want to list them for others to look over.
I see! I'll work on that tomorrow once I edit the character sheet.

Right, so the examples we have are:

1. Demon Summoner
- Summoning is purely a Personal Ability rather than a Spell. It can summon 500 Soul Reavers every turn, each one having really beefy stats.

2. Magical Girl Red
- Summoning is a Spell AND a Personal Ability. The number of creatures summoned depends on the Magic Modifier of the Spell which is just the MM of MG Red.

Considering this system is free form, I'm liking the idea of keeping it as a Spell only. Having it be both a Spell and Personal Ability is kind of clunky since the relevant information is in 2 separate tabs that can't be kept open at the same time.

Maybe something like this?

Sound the Whistle
A spell that came to Allerdale in the form of whispers and dreams. Bound spirits long asleep are called forth to materialize themselves as skeletal parodies of their former selves, the disembodied sound of a whistle heralding their arrival as desperate, grasping hands break the earth to reveal tattered uniforms and eye sockets empty of anything save a burning yet pale blue light.
- Level 1
- Affinity: Fire
- Base Summon: 1 Grave Warrior per increment of 10 on a 1D50
- Magic Modifier: Caster's MM (+350)
- Abilities: Summoning | Double Cast

On the worst roll, that's 36 skeletons, while on the max roll, that's 40 skeletons. With Double Cast, that's 72-80 Grave Warriors per turn.

Considering a Demon Summoner (I assume it's a relatively high to mid-end enemy for MGs, which makes it a boss character for us) can summon 500 Star Reavers (Beefy enemies themselves), I think this is fair-ish? The undead will be more for swarming Hell's Foot Soldiers which I think is what we'll be facing mostly.

Consider the match-up of Grave Warrior vs Hell's Foot Soldier:

GW vs HFS
- Health: 200 vs 750
- Base Damage: 50 vs 200
- Base Resilience: 50 vs 50
- Magic Modifier: N/A vs 50
- Spells: N/A vs Blood Lust (Self-Boost)
- Abilities: Terror (Cause Fear on-Hit) vs Armored Skin (-10 to Magic Damage)

I think it's a fair match-up? A HFS stands a good chance of one/two-shotting a GW, while a GW if left without support, will really struggle to take out a HFS even while swarming. This means that the GWs are mostly meat shields for the rest of our team and debuff inflictors for our Human soldiers if they can score a hit on the HFS. Allerdale will really need to spam the Whistle a lot.

Considering HFS comes in groups and may have other forms of support, GWs may be quick to be wiped depending on the size of encounters.

Either way, I guess nothing left to do with summons but wait for the GM's verdict.

EDIT: Wait, that may be too many. I forgot that we're playing single characters so that may be too many summons per cast.

EDIT2: Well, gonna scrap this entirely. Advice from the discord gave me something much better.
 
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Achilles Tiro
Specialization: Scout
(Unified Light / Counter Force) Achilles Tiro

Stats
Health: 550
Base Damage: 350 (200)
Base Resilience: 200
Magic Modifier: N/A
Affinity: N/A
Weapon

Anti-Demon Rifle
Attacks Per Turn: 1
Affinity: Holy
Ability: Full-Auto

Back-Up Pistol
Attacks Per Turn: 1
Affinity: Holy
Ability: Armor Pierce
Abilities

Elite Soldiers
-Human Infantry will automatically seek to synchronize their attacks against opposing targets of sufficient strength.

Finest Hour
-Human Infantry are immune to Fear effects, and have their Base Damage tripled against an enemy that is under a mental hindrance, such as Fear or Confusion.

Inhuman Agility
-Achilles can perform feats of agility that beggar belief.

Lucky Dodge
-Dodge one attack per turn for free.

Superior Senses
-Achilles cannot be surprised.

Camouflage Expert
-With 5 minutes of effort, Achilles cannot be seen, smelled, or heard.


Support Item:
Cloak of Anti-Detection: Spoofs magical detection to read as all clear. Only works on magical detection.

Combat Item:
Heart-Seeker Rounds: Gain Critical Strike for two turns.

Gained Total: 8xp
Spent: 0
Banked: 8xp


Receipt:
-


Specialty: Scout
-Granted Inhuman Agility and Lucky Dodge.

Perk Points:
-1 Perk Point: Superior Senses personal ability.
-1 Perk Point: Camouflage Expert personal ability.
-1 Perk Point: Extra Weapon.

Stats Points:
-50 points boosting health
-100 points boosting base damage
-100 points boosting base resilience

Backstory tbd
 
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Note about summoners: you either start with a single strong summon that you can't double up on until the first dies, or you get a bunch of barely qualified chaff.

Red is the way she is because she dumped a lot of resources into her summons to make them more terrifying. She started out rather weak.
 
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