The Outer Dimension Offensive, Reloaded!

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.
"weak", he says about the Goddess.
 
I had an idea strike me. I expect I'll be too distracted over the next few months to participate, but I can put together a character.

(Unified Light / Elvin Empire) Galio

Your picture here.​
Stats

Health: 500
Base Damage: 350
Base Resilience: 135
Magic Modifier: 100

Affinity: Earth
Weapon


The Stainless Sword
Level 1
Attacks Per Turn: 1
Affinities: Steel
Ability: Double Hit
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.

Annealed by Flame
-Double defensive string against heat-based attacks. Additionally, Galio may choose to heal 100 Health when struck by a heat-based attack.

Intercept
-If an incoming attack is caught, intercept the attack with one of your own. If your damage is higher, negate the attack, and deal the difference in unblockable damage. If your damage is exceeded, reduce incoming damage by yours before calculation.

Sprint
Level 1
-Galio has a footspeed of 10 mph.


250 bonus stats (+100 Health, +100 Resilience, +50 Base Damage)
Champion spec (+50 Base Damage, Double Hit on weapon)
3 Perks spent on Personal Abilities (Annealed by Flame, Intercept, Sprint)

Upgrade paths (proposed) - Does mean things if he wins an Intercept conflict [Disarm, etc], gets turn by turn healing if he doesn't sprint, makes an extra attack at the start of his turn, some kind of ranged attack spell, weird time effects leftover from backstory...

Galio was a promising young warrior who sought glory by following a renowned champion. A temporal mishap flung him over a hundred years into the future, separating him from his mentor and everyone he knew. Fortunately, Galio had become quite powerful even partway through his training. Unfortunately, the Unified Darkness appeared to still be opposing the Empire.

He tries to take human weirdness in stride, but has difficulty separating weird technology from weird magic. Demon cleaving is much the same as he's used to at the least.

(still needs a picture, sorry)

This is intended to be a straightforward melee dude. He can have something else set him on fire for extra health and otherwise can move about, intercept attackers reliably, and dish out healthy chunks of damage with or without a phalanx around. (He is not meant to be able to set himself on fire, elves rely on one another!)
 
Lorena Lux
Main Character Sheet
(Unified Light / Elvin Empire) Lorena Lux

"Be warned stranger. Speak of this 'Humerus' in relation to my Wardens one more time, and I shall be forced to introduce your face to one!"

色々 by ヤンヤン (Pixiv)​
Stats
Health: 400
Base Damage: 500
Base Resilience: 35
Magic Modifier: 100
Affinity: Fire
Weapon/Summon


By Wesley Gardner (ArtStation)​
Grave Warden
The stage and actors may change, but in this grim parody of their final moments, the ending stays the same.
- Level 1
- Attacks Per Turn: 1
- Health: 200
- Base Damage: 50
- Base Resilience: 50
- Magic Modifier: N/A
- Affinity: Fire
- Abilities: Autonomous Combat | Auto Assault
Spells
Sound the Whistle
A spell that came to her 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 Warden
- Magic Modifier: N/A
- Abilities: Summoning | Double Cast
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.

Bulwark of Bones
- Despite everything that has passed, the sting of welts and the bark of drill instructors still resonate in their empty skulls. Creatures summoned by the spell Sound the Whistle count as Elf Legionnaires under The Steel Tide.

Sentries of Sinew
- A retinue composed of those who've decomposed. 2 Grave Wardens are permanently summoned at all times until slain.

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.
Backstory
It was a tale as old as civilization itself. Those with too much money and time on their hands often developed certain eccentricities owing to the perpetual boredom that threatened their very lives. Be it on Earth or the Elvin Empire, perhaps even in the far reaches of realms such as Hell itself, there would be people whose greatest worry was thinking of ways to combat the mundanity that assailed them all.

The solution? Copious amounts of fiction. However, much like any medicine, taking too much could turn it into poison. Luckily for Lorena, that poison saved her life.

Born to a backwater of the Elvin Empire, she was the 6th child of a provincial governor, the spare of a spare of a spare in case anything ever happened to her older siblings. The girl for her part, was happy with this arrangement since it meant that she didn't have to jockey for the throne like her siblings did, always trying to one-up each other in their parents' eyes, honeyed words flowing from forked tongues. Instead, she buried her nose in the family library, lost in the world of villains and the heroes that thwarted them.

Her seeming disinterest in the family inheritance was cause for her siblings to consider her a non-threat, and they were happy to leave her alone until eventually, one of her brothers noticed something off in the family ledger. A shipment of human literature, bought at an exorbitant amount.

Immediately, thoughts of conspiracy filled his head. Was his sister truly the fool that he thought she was? Had they, in their complacency, let their guard down while the smallest among their number cultivated an advantage none of them had? Was that why unassuming Lorena had begun to speak with cryptic warnings and wear outlandish outfits despite their father's clear disapproval?

Something had to be done, and fast, before their younger sister's plot, whatever that may be, could be hatched.

Lorena never knew anything about this of course, and was quite upset when one day, she awoke to a banging on her door. Her father and mother, tears in their eyes, congratulated her for "finally growing up" and "living up to her family name". She would have asked what this was about, but the Legionnaire that accompanied her parents answered her question with a smile that burned her retinas.

The Legionnaire told her that he was happy to see that there were still children like her who took national responsibility seriously, going so far as to volunteer for the military rather than find ways to dodge the draft like so many other irresponsible youngsters these days. Why, if only more noble scions followed her example, they'd have won the war already!

Lorena wanted to scream, but all she could muster was a shaky nod as she tried to process what just happened.

She was out of their estate before the day was over, still reeling from the day's events.

Life in the military was harsh, leaving her little time with what few books she was able to sneak into her luggage. Instead, she told her own stories inside the theater of her mind. Where once she imagined herself the fair heroine vanquishing evil, she was now the villain enacting revenge on all those that wronged her. From her siblings who she suspected were responsible for forging her signature, to her bunkmates who should really know better than to snore in their sleep, all would weep beneath her tide of decay and shackled souls!

She would sit upon a throne of their bleached, white skulls and cackle as darkness filled the land and she was left unbothered to pursue reading tomes of most vile discourse! Hail to the Princess of Bones! She Who Tends to the Flame of Vengeance! Scourge and Collector of Otherworldly Works!

Once her tenure of service was over, she was going to show her brothers and sisters a piece of her mind!

From the outside, the commander of her unit felt his heart warm. The Lux household had a proud military history, but to see a scion of theirs so motivated during training harkened back to old tales. Then, there were her siblings. Oh, how their letters of recommendation waxed poetically about their precious little sister's ability, of her dedication to honing her skill as warrior and caster both! She was someone who, despite her eccentricities of which there were many, could be trusted to hold her ground in the most dangerous of situations so please oh please, don't fear to send her into the frontlines. They were sure it would bring her nothing but joy to know that she was so trusted by those above her.

It was enough to make a grown man cry. The governor truly did know how to raise a family even during times of strife.

Again and again, Lorena was thrown into missions of strangely harsh conditions, working with veterans who had seen more combat in a year than she had in her entire life, and though they scoffed at her at first, many found their spirits lifted by her petulance in the face of the enemy and the sense of immortality that only unblooded youths had. More than once, her 'Wardens' as she liked to call them, had taken a blow from the enemy that would have ended a comrade's life, or had been key in securing the wounded away from the front, but the highlight of her career remained that one time she was seen beating an enemy foot soldier to death with a skeletal arm liberated from her summoned creature.

It made for a fun, if exaggerated, camp story to share with new recruits as a way to acclimate them to the eccentricities of their comrade.

Lorena counted the years as they passed, eager to finally finish her mandatory conscription, but even though she had never bothered to reply to letters from home, she couldn't bear to get rid of them either. She was sure her commanding officer was exaggerating her performance reports to her parents, because there was no way her father and mother could ever speak so- so glowingly of their 6th spare.

In the end, as her conscription finally came to a close and she was given leave to go back home, Lorena chose to stay for another tour in the Elvin Legions.

It was easier this way, both for her and the rest of the household.
Stats and Perks Distribution
Stats:
- Character Creation:
-- 250 to Base Damage.

Perks:
- Character Creation:
-- 1 Perk to buy the Ability "Auto-Assault" for the Grave Warden.
-- 2 Perks to buy the Abilities "Bulwark of Bones" and "Sentries of Sinew" for Lorena.
XP Tracker
Briefing:
- 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 War Forger! Gain 1 exp.
- Met Rift Diver! Gain 1 exp.

1st Combat Encounter:
- Entered a new dimension! Gain 1 exp.
- 15 class 1 demons slain, everyone but Rift Diver gains 15 exp!

 
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(Unified Light / Counter Force) PFC. Elaine Dinah
"Yes, the wings are pretty. No, you cannot touch them."

By @asterisk_kome (Twitter)​
Stats
Health: 500
Base Damage: 500
Base Resilience: 100
Magic Modifier: 50
Affinity: Decay
Weapon
Modernized M1C Garand Sniper Rifle
"Sure, it's not the latest and greatest in firearms, but just look at it! The wood practically shines! Sprinkle a little bit of magic and it'll be just as good as any of our new guns!"
Attacks Per Turn: 1
Affinity: Holy
Ability: Backstab | Ricochet | Silent | Magazine 8
Spells
N/A
Abilities
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.)

Flight Lv. 1
- Those feathery black wings aren't just for show. They allow Elaine to fly at speeds rivaling that of a walking human.

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
This city made her skin crawl. It felt like the carcass of a dead giant, and its people were the maggots living off of its corpse, unknowing or uncaring of the fact that everything around them was rotting away. Even the sky seemed heavy and dark, as if the gravity of the metropolis had drawn the firmament closer to its decaying embrace.

It was the one thing she was thankful for in this damned place.

On misty mornings and nights, she could sit atop the city's decaying ribs, the creaking bones of rust red skyscrapers bringing her closer to the sky than she could have ever imagined. Up there, she could forget the lifeless streets below, of how the color of the city seemed to drain with each year that passed. Up there, she could see the lights of the stars and the purple and orange hues of a setting sun.

Up there, she could pretend that her life was a charmed one.

It was during one of those visits that she came to a realization.

She hated this city, and she wanted to leave its legacy behind. For someone who could be politely described as belonging to a low-income household however, only one path was really open to her. The Counter Force was always hiring, and even the cloying grasp of the city would be powerless in the face of such a powerful institution. She wouldn't be like her parents, lives dedicated to slaving away at a factory for a war they didn't even follow, nor would be she like her big brother, another dreamer who sought to escape the city by plunging its depths, only to disappear as an unresolved incident report in some police officer's desk.

The moment she finished public high school, she signed her life away to the nearest recruitment center she could find. Didn't even bother to read the fine print or hear out the recruiter's pitch. All that mattered to her was that she could get away from this city before it consumed her like it did her parents and brother.

She didn't go home that day, unsure of how to face her parents. They would surely disapprove, overprotective as they were ever since her brother's disappearance, so she turned off her phone and slept atop that decaying tower she loved so much.

That was years ago, but she could never forget her last view of the city. It sunk into the horizon like a casket being lowered into a grave, but she couldn't shake this foreboding feeling in her chest.

She'd be back home one day, whether she wanted to or not.

It was a thought that kept her up at night even as her duties carried her deeper and deeper into the front. Contact with her family was... sparse, but most of her salary went back home even if she hadn't had a proper conversation with them in years by now. Truth be told, while military life had its downsides, it was leagues better than whatever awaited her if she had stayed home. After all, the worst thing that could happen to her was die, and that was still preferable to the alternative. It was what drove her to be a fount of optimism even in the grimmest of situations, something her comrades found pleasing and nauseating in equal measure.

Short as her time was as a practitioner, an obsession had gripped her ever since she saw the skies contested for the first time. Aircraft fought winged horrors for dominance over the great blue beyond, yet she had no way of influencing its outcome, stuck as she was on the ground. Though her initial batch of magics focused solely on enhancements for her weapon, giving her a reputation for making ridiculous and needlessly flashy shots, the battle above was far beyond her reach. She had considered qualifying for an Air Assault Specialization, but the operation of their jetpacks was wholly alien to her and would take too much time.

Instead, she looked for an alternative using what she already had. The promise of magic, once so alien to her, had opened paths she had never considered possible before, so why should this predicament be any different? Body modification might have been a rather extreme response, but with the specter of the city's grasp in her mind and countless nights of research on current modes of magical flight especially those displayed by winged creatures, she had eventually done it. Sure, it was an untested and rather haphazard ritual, but it didn't kill her and the wings that sprouted from her back seemed fully functional!

The glee from her voice when she first took the skies on her own power was loud enough to alarm the rest of the base, so much so that if it weren't for the fact that her current station was away from the front, would have likely resulted in her getting shot down by friendlies. Thankfully for her however, she only had to worry about the dressing down her CO gave her. Still, the fact that she hadn't put anyone else at risk did a lot to alleviate any punishment she would have received, and though she had to go through a period of observation to ensure that she hadn't irrevocably broken something inside herself thanks to her reckless use of magic, she was ultimately cleared to return to the front.

The sky she had loved so much was finally within reach, and for the first time in a long while, Elaine no longer dreamed of the city.
Stats and Perks Distribution
Stats:
- Character Creation:
-- 250 to Base Damage.

Perks:
- Character Creation:
-- 1 Perk to buy "Ricochet" for the M1C Garand.
-- 1 Perk to buy "Silent" for the M1C Garand.
-- 1 Perks to buy "Flight Lv. 1".
 
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(Unified Light / Counter Force) SPC. Maria Kereznikov
"Hubris kills. Other people, mostly."

By bodevarc (Pixiv)​
Stats
Health: 500
Base Damage: 500
Base Resilience: 100
Magic Modifier: N/A
Affinity: N/A
Weapon
Hubris
A gift from her CO when her last sword broke. Whether it was a warning to her, or a promise to her foes, only time would tell.
Attacks Per Turn: 1
Affinity: Holy
Ability: Confusion | Critical Strike | Crush
Abilities
Specialization: Duelist
- Gain a melee weapon with Critical Strike and Crush for free.

Intercept
- If an incoming attack is caught, intercept the attack with one of your own. If your damage is higher, negate the attack, and deal the difference in unblockable damage. If your damage is exceeded, reduce incoming damage by yours before calculation. Spells and Unstoppable attacks cannot be intercepted.

Unreal Strength
- When meeting an opposing force, increase Damage by 50%. Negate if opposing force is backed by: Unreal Strength, Unstoppable, Juggernaut, or a 3-1 damage advantage.

Storied Might
- Physical damage dealt is increased by 60%, and physical damage taken is reduced by 60%.

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
Counter Force was more than just an institution for the destruction of humanity's foes. Some subversive elements may call that false, a blatant repetition of Akashic propaganda to further funnel resources to god-knows-where instead of back on earth where it was sorely needed, but Maria would disagree.

She would point out the many civil projects headed by the Counter Force. From the Corp of Engineer's rebuilding of ruined settlements and infrastructure to the Medical Corp's constant attempts to provide free and abundant medical care to the most impoverished regions, the Counter Force clearly didn't just combat horrors from beyond the stars, but also the scars left behind by World War 3, the Grand Crusade, and now the Eternal War.

She knew all this not because she read it on the Counter Force's website, or because of the news shows that constantly talked about all the good they were doing, but because her parents were part of it. Her father was a doctor and practitioner who specialized in treating and documenting many of the new magical diseases that seemed to afflict the populace nowadays, while her mother was a civil engineer who primarily worked on the planning and establishment of new settlements for those displaced by the war.

She was proud of them both, even if the other school kids only ever wanted to talk about soldiers and magical girls when the topic of the military came up. Still, she didn't resent them for it. Magical Girls were great and sparkly and pretty and oh did you see that new figurine of Goddess Gold? Everyone wanted one! Even the boys!

Besides, they were all sons and daughters of soldiers here, and they were living proof that Counter Force took care of not only their soldiers, but also any dependents they may have left behind during their service. Of course, once they came of legal age, what they did with their lives was up to them. For Maria, that meant serving the same institution her parents did even when she had the qualifications and credentials to become a student athlete during her college years.

Serving the military wouldn't make her as much money, and it was a whole lot more dangerous than the alternative, but Maria's heart was set and her coach had no choice but to accept that she wouldn't be dissuaded from following her parents' footsteps, even if said parents likely wouldn't have wanted her to risk her life in the frontlines.

Perhaps it was her own form of childish rebellion, to throw her life away so eagerly and recklessly, or perhaps she truly did believe this was the best way she could honor their memory. Maria didn't quite know herself, but she did know that she had never felt quite so alive until she found herself knee deep in the enemy's guts, lungs burning from exertion. Though she was a woman of few words and cool demeanor, that all seemed to melt away in the field of battle. It took her a little while to realize why, but it swiftly came to her during a disastrous route.

A general retreat had been ordered during a battle gone wrong, yet she volunteered for the rear guard regardless of the risk, and when that rear guard eventually broke against a tide of unspeakable horrors, she was among the scattered few that stood her ground regardless.

She remembered seeing her sword shatter to pieces against an enemy weapon and recalled the stinging pain of a spear.

She remembered the sound that came from her throat, a guttural growl more human than animal, a hefty mix of pain and rage as she pushed past the spearhead and onto the shaft, and recalled the look of surprise on her foe's face when she used her broken sword to split their skull open.

She remembered the smile on her lips as she lost consciousness, and it was in those moments before the darkness that she realized she hated them.

She hated those creatures from the dark for what they were and what they took from her, and she was willing to give anything to see them hurt the way they hurt her.

Maria would be rescued soon after thanks to a rallied counterattack, and when she awoke to a hospital bed, she couldn't help but repeat that moment again and again in her mind.

There was more work to be done still.
Stats and Perks Distribution
Stats:
- Character Creation:
-- 250 to Base Damage.

Perks:
- Character Creation:
-- 1 Perk to buy "Intercept".
-- 1 Perk to buy "Unreal Strength".
-- 1 Perk to buy "Storied Might".
 
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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) 2nd Lieutenant Robin Ackerberry

2nd 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
Trained Leader
- 2nd 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.

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

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:

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

Keeping The Tempo
- Every kill made by an ally gives Officer's Pistol an action, up to a maximum of it's base ApT.

W.I.P.
Valid, thanks for updating.

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.


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
Valid.
(Unified Light / Elvin Empire) Lorena Lux

"Be warned stranger. Speak of this 'Humerus' in relation to my Wardens one more time, and I shall be forced to introduce your face to one!"

色々 by ヤンヤン (Pixiv)​
Stats
Health: 400
Base Damage: 500
Base Resilience: 35
Magic Modifier: 100
Affinity: Fire
Weapon/Summon

The stage and actors may change, but in this grim parody of their final moments, the ending stays the same.

By Wesley Gardner (ArtStation)​
Grave Warden
- Level 1
- Attacks Per Turn: 1
- Health: 200
- Base Damage: 50
- Base Resilience: 50
- Magic Modifier: N/A
- Affinity: Fire
- Abilities: Autonomous Combat | Auto Assault
Spells
Sound the Whistle
A spell that came to her 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 Warden
- Magic Modifier: N/A
- Abilities: Summoning | Double Cast
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.

Bulwark of Bones
- Despite everything that has passed, the sting of welts and the bark of drill instructors still resonate in their empty skulls. Creatures summoned by the spell Sound the Whistle count as Elf Legionnaires under The Steel Tide.

Sentries of Sinew
- A retinue composed of those who've decomposed. 2 Grave Wardens are permanently summoned at all times until slain.

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.
Backstory
It was a tale as old as civilization itself. Those with too much money and time on their hands often developed certain eccentricities owing to the perpetual boredom that threatened their very lives. Be it on Earth or the Elvin Empire, perhaps even in the far reaches of realms such as Hell itself, there would be people whose greatest worry was thinking of ways to combat the mundanity that assailed them all.

The solution? Copious amounts of fiction. However, much like any medicine, taking too much could turn it into poison. Luckily for Lorena, that poison saved her life.

Born to a backwater of the Elvin Empire, she was the 6th child of a provincial governor, the spare of a spare of a spare in case anything ever happened to her older siblings. The girl for her part, was happy with this arrangement since it meant that she didn't have to jockey for the throne like her siblings did, always trying to one-up each other in their parents' eyes, honeyed words flowing from forked tongues. Instead, she buried her nose in the family library, lost in the world of villains and the heroes that thwarted them.

Her seeming disinterest in the family inheritance was cause for her siblings to consider her a non-threat, and they were happy to leave her alone until eventually, one of her brothers noticed something off in the family ledger. A shipment of human literature, bought at an exorbitant amount.

Immediately, thoughts of conspiracy filled his head. Was his sister truly the fool that he thought she was? Had they, in their complacency, let their guard down while the smallest among their number cultivated an advantage none of them had? Was that why unassuming Lorena had begun to speak with cryptic warnings and wear outlandish outfits despite their father's clear disapproval?

Something had to be done, and fast, before their younger sister's plot, whatever that may be, could be hatched.

Lorena never knew anything about this of course, and was quite upset when one day, she awoke to a banging on her door. Her father and mother, tears in their eyes, congratulated her for "finally growing up" and "living up to her family name". She would have asked what this was about, but the Legionnaire that accompanied her parents answered her question with a smile that burned her retinas.

The Legionnaire told her that he was happy to see that there were still children like her who took national responsibility seriously, going so far as to volunteer for the military rather than find ways to dodge the draft like so many other irresponsible youngsters these days. Why, if only more noble scions followed her example, they'd have won the war already!

Lorena wanted to scream, but all she could muster was a shaky nod as she tried to process what just happened.

She was out of their estate before the day was over, still reeling from the day's events.

Life in the military was harsh, leaving her little time with what few books she was able to sneak into her luggage. Instead, she told her own stories inside the theater of her mind. Where once she imagined herself the fair heroine vanquishing evil, she was now the villain enacting revenge on all those that wronged her. From her siblings who she suspected were responsible for forging her signature, to her bunkmates who should really know better than to snore in their sleep, all would weep beneath her tide of decay and shackled souls!

She would sit upon a throne of their bleached, white skulls and cackle as darkness filled the land and she was left unbothered to pursue reading tomes of most vile discourse! Hail to the Princess of Bones! She Who Tends to the Flame of Vengeance! Scourge and Collector of Otherworldly Works!

Once her tenure of service was over, she was going to show her brothers and sisters a piece of her mind!

From the outside, the commander of her unit felt his heart warm. The Lux household had a proud military history, but to see a scion of theirs so motivated during training harkened back to old tales. Then, there were her siblings. Oh, how their letters of recommendation waxed poetically about their precious little sister's ability, of her dedication to honing her skill as warrior and caster both! She was someone who, despite her eccentricities of which there were many, could be trusted to hold her ground in the most dangerous of situations so please oh please, don't fear to send her into the frontlines. They were sure it would bring her nothing but joy to know that she was so trusted by those above her.

It was enough to make a grown man cry. The governor truly did know how to raise a family even during times of strife.

Again and again, Lorena was thrown into missions of strangely harsh conditions, working with veterans who had seen more combat in a year than she had in her entire life, and though they scoffed at her at first, many found their spirits lifted by her petulance in the face of the enemy and the sense of immortality that only unblooded youths had. More than once, her 'Wardens' as she liked to call them, had taken a blow from the enemy that would have ended a comrade's life, or had been key in securing the wounded away from the front, but the highlight of her career remained that one time she was seen beating an enemy foot soldier to death with a skeletal arm liberated from her summoned creature.

It made for a fun, if exaggerated, camp story to share with new recruits as a way to acclimate them to the eccentricities of their comrade.

Lorena counted the years as they passed, eager to finally finish her mandatory conscription, but even though she had never bothered to reply to letters from home, she couldn't bear to get rid of them either. She was sure her commanding officer was exaggerating her performance reports to her parents, because there was no way her father and mother could ever speak so- so glowingly of their 6th spare.

In the end, as her conscription finally came to a close and she was given leave to go back home, Lorena chose to stay for another tour in the Elvin Legions.

It was easier this way, both for her and the rest of the household.
Stats and Perks Distribution
Stats:
- Character Creation:
-- 250 to Base Damage.

Perks:
- Character Creation:
-- 1 Perk to buy the Ability "Auto-Assault" for the Grave Warden.
-- 2 Perks to buy the Abilities "Bulwark of Bones" and "Sentries of Sinew" for Lorena.
(Unified Light / Counter Force) PFC. Elaine Dinah

"Yes, the wings are pretty. No, you cannot touch them."

By @asterisk_kome (Twitter)​
Stats
Health: 500
Base Damage: 500
Base Resilience: 100
Magic Modifier: 50
Affinity: Decay
Weapon
Modernized M1C Garand Sniper Rifle
"Sure, it's not the latest and greatest in firearms, but just look at it! The wood practically shines! Sprinkle a little bit of magic and it'll be just as good as any of our new guns!"
Attacks Per Turn: 1
Affinity: Holy
Ability: Backstab | Ricochet | Silent | Magazine 8
Spells
N/A
Abilities
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.)

Flight Lv. 1
- Those feathery black wings aren't just for show. They allow Elaine to fly at speeds rivaling that of a walking human.

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
This city made her skin crawl. It felt like the carcass of a dead giant, and its people were the maggots living off of its corpse, unknowing or uncaring of the fact that everything around them was rotting away. Even the sky seemed heavy and dark, as if the gravity of the metropolis had drawn the firmament closer to its decaying embrace.

It was the one thing she was thankful for in this damned place.

On misty mornings and nights, she could sit atop the city's decaying ribs, the creaking bones of rust red skyscrapers bringing her closer to the sky than she could have ever imagined. Up there, she could forget the lifeless streets below, of how the color of the city seemed to drain with each year that passed. Up there, she could see the lights of the stars and the purple and orange hues of a setting sun.

Up there, she could pretend that her life was a charmed one.

It was during one of those visits that she came to a realization.

She hated this city, and she wanted to leave its legacy behind. For someone who could be politely described as belonging to a low-income household however, only one path was really open to her. The Counter Force was always hiring, and even the cloying grasp of the city would be powerless in the face of such a powerful institution. She wouldn't be like her parents, lives dedicated to slaving away at a factory for a war they didn't even follow, nor would be she like her big brother, another dreamer who sought to escape the city by plunging its depths, only to disappear as an unresolved incident report in some police officer's desk.

The moment she finished public high school, she signed her life away to the nearest recruitment center she could find. Didn't even bother to read the fine print or hear out the recruiter's pitch. All that mattered to her was that she could get away from this city before it consumed her like it did her parents and brother.

She didn't go home that day, unsure of how to face her parents. They would surely disapprove, overprotective as they were ever since her brother's disappearance, so she turned off her phone and slept atop that decaying tower she loved so much.

That was years ago, but she could never forget her last view of the city. It sunk into the horizon like a casket being lowered into a grave, but she couldn't shake this foreboding feeling in her chest.

She'd be back home one day, whether she wanted to or not.

It was a thought that kept her up at night even as her duties carried her deeper and deeper into the front. Contact with her family was... sparse, but most of her salary went back home even if she hadn't had a proper conversation with them in years by now. Truth be told, while military life had its downsides, it was leagues better than whatever awaited her if she had stayed home. After all, the worst thing that could happen to her was die, and that was still preferable to the alternative. It was what drove her to be a fount of optimism even in the grimmest of situations, something her comrades found pleasing and nauseating in equal measure.

Short as her time was as a practitioner, an obsession had gripped her ever since she saw the skies contested for the first time. Aircraft fought winged horrors for dominance over the great blue beyond, yet she had no way of influencing its outcome, stuck as she was on the ground. Though her initial batch of magics focused solely on enhancements for her weapon, giving her a reputation for making ridiculous and needlessly flashy shots, the battle above was far beyond her reach. She had considered qualifying for an Air Assault Specialization, but the operation of their jetpacks was wholly alien to her and would take too much time.

Instead, she looked for an alternative using what she already had. The promise of magic, once so alien to her, had opened paths she had never considered possible before, so why should this predicament be any different? Body modification might have been a rather extreme response, but with the specter of the city's grasp in her mind and countless nights of research on current modes of magical flight especially those displayed by winged creatures, she had eventually done it. Sure, it was an untested and rather haphazard ritual, but it didn't kill her and the wings that sprouted from her back seemed fully functional!

The glee from her voice when she first took the skies on her own power was loud enough to alarm the rest of the base, so much so that if it weren't for the fact that her current station was away from the front, would have likely resulted in her getting shot down by friendlies. Thankfully for her however, she only had to worry about the dressing down her CO gave her. Still, the fact that she hadn't put anyone else at risk did a lot to alleviate any punishment she would have received, and though she had to go through a period of observation to ensure that she hadn't irrevocably broken something inside herself thanks to her reckless use of magic, she was ultimately cleared to return to the front.

The sky she had loved so much was finally within reach, and for the first time in a long while, Elaine no longer dreamed of the city.
Stats and Perks Distribution
Stats:
- Character Creation:
-- 250 to Base Damage.

Perks:
- Character Creation:
-- 1 Perk to buy "Ricochet" for the M1C Garand.
-- 1 Perk to buy "Silent" for the M1C Garand.
-- 1 Perks to buy "Flight Lv. 1".
(Unified Light / Counter Force) SPC. Maria Kereznikov

"Hubris kills. Other people, mostly."

By bodevarc (Pixiv)​
Stats
Health: 500
Base Damage: 500
Base Resilience: 100
Magic Modifier: N/A
Affinity: N/A
Weapon
Hubris
A gift from her CO when her last sword broke. Whether it was a warning to her, or a promise to her foes, only time would tell.
Attacks Per Turn: 1
Affinity: Holy
Ability: Confusion | Critical Strike | Crush
Abilities
Specialization: Duelist
- Gain a melee weapon with Critical Strike and Crush for free.

Intercept
- If an incoming attack is caught, intercept the attack with one of your own. If your damage is higher, negate the attack, and deal the difference in unblockable damage. If your damage is exceeded, reduce incoming damage by yours before calculation. Spells and Unstoppable attacks cannot be intercepted.

Unreal Strength
- When meeting an opposing force, increase Damage by 50%. Negate if opposing force is backed by: Unreal Strength, Unstoppable, Juggernaut, or a 3-1 damage advantage.

Storied Might
- Physical damage dealt is increased by 60%, and physical damage taken is reduced by 60%.

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
Counter Force was more than just an institution for the destruction of humanity's foes. Some subversive elements may call that false, a blatant repetition of Akashic propaganda to further funnel resources to god-knows-where instead of back on earth where it was sorely needed, but Maria would disagree.

She would point out the many civil projects headed by the Counter Force. From the Corp of Engineer's rebuilding of ruined settlements and infrastructure to the Medical Corp's constant attempts to provide free and abundant medical care to the most impoverished regions, the Counter Force clearly didn't just combat horrors from beyond the stars, but also the scars left behind by World War 3, the Grand Crusade, and now the Eternal War.

She knew all this not because she read it on the Counter Force's website, or because of the news shows that constantly talked about all the good they were doing, but because her parents were part of it. Her father was a doctor and practitioner who specialized in treating and documenting many of the new magical diseases that seemed to afflict the populace nowadays, while her mother was a civil engineer who primarily worked on the planning and establishment of new settlements for those displaced by the war.

She was proud of them both, even if the other school kids only ever wanted to talk about soldiers and magical girls when the topic of the military came up. Still, she didn't resent them for it. Magical Girls were great and sparkly and pretty and oh did you see that new figurine of Goddess Gold? Everyone wanted one! Even the boys!

Besides, they were all sons and daughters of soldiers here, and they were living proof that Counter Force took care of not only their soldiers, but also any dependents they may have left behind during their service. Of course, once they came of legal age, what they did with their lives was up to them. For Maria, that meant serving the same institution her parents did even when she had the qualifications and credentials to become a student athlete during her college years.

Serving the military wouldn't make her as much money, and it was a whole lot more dangerous than the alternative, but Maria's heart was set and her coach had no choice but to accept that she wouldn't be dissuaded from following her parents' footsteps, even if said parents likely wouldn't have wanted her to risk her life in the frontlines.

Perhaps it was her own form of childish rebellion, to throw her life away so eagerly and recklessly, or perhaps she truly did believe this was the best way she could honor their memory. Maria didn't quite know herself, but she did know that she had never felt quite so alive until she found herself knee deep in the enemy's guts, lungs burning from exertion. Though she was a woman of few words and cool demeanor, that all seemed to melt away in the field of battle. It took her a little while to realize why, but it swiftly came to her during a disastrous route.

A general retreat had been ordered during a battle gone wrong, yet she volunteered for the rear guard regardless of the risk, and when that rear guard eventually broke against a tide of unspeakable horrors, she was among the scattered few that stood her ground regardless.

She remembered seeing her sword shatter to pieces against an enemy weapon and recalled the stinging pain of a spear.

She remembered the sound that came from her throat, a guttural growl more human than animal, a hefty mix of pain and rage as she pushed past the spearhead and onto the shaft, and recalled the look of surprise on her foe's face when she used her broken sword to split their skull open.

She remembered the smile on her lips as she lost consciousness, and it was in those moments before the darkness that she realized she hated them.

She hated those creatures from the dark for what they were and what they took from her, and she was willing to give anything to see them hurt the way they hurt her.

Maria would be rescued soon after thanks to a rallied counterattack, and when she awoke to a hospital bed, she couldn't help but repeat that moment again and again in her mind.

There was more work to be done still.
Stats and Perks Distribution
Stats:
- Character Creation:
-- 250 to Base Damage.

Perks:
- Character Creation:
-- 1 Perk to buy "Intercept".
-- 1 Perk to buy "Unreal Strength".
-- 1 Perk to buy "Storied Might".
All three of these are valid, please mark which one is the main sheet.

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!

Ping in case you're still interested, I'm planning on closing submissions tomorrow at noon, but if you need more time I'll push it back.
 
Ping in case you're still interested, I'm planning on closing submissions tomorrow at noon, but if you need more time I'll push it back.
Right!…
Nah, I'm going to see if I can at least cook up a plan. Part of me is thinking something Grenadier-ish but also speedy? No one else here seems like they're doing anything in terms of being a speedster that I can tell but I also haven't been keeping up as closely as I should…
Edit: for clarification if I don't make the deadline I don't make the deadline.
 
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Right!…
Nah, I'm going to see if I can at least cook up a plan. Part of me is thinking something Grenadier-ish but also speedy? No one else here seems like they're doing anything in terms of being a speedster that I can tell but I also haven't been keeping up as closely as I should…
Edit: for clarification if I don't make the deadline I don't make the deadline.
The usual ways to be speedy are either lots of ApT (you do a lot of attacks and similar actions per turn), Sprint or Flight (you can cross long distances more quickly than usual), or personal abilities that aid movement in terms of the Agility line and similar 'I can bypass difficult terrain', or even just 'after I fulfill a location, I can move to <some location>'. Any combination of those work to make someone more speedy, in different ways, and you can produce a remarkably mobile character who's stats look otherwise fairly unremarkable.
Just keep in mind that humans need Practicioner to have access to anything using magic as a personal ability or spell.
 
Right!…
Nah, I'm going to see if I can at least cook up a plan. Part of me is thinking something Grenadier-ish but also speedy? No one else here seems like they're doing anything in terms of being a speedster that I can tell but I also haven't been keeping up as closely as I should…
Edit: for clarification if I don't make the deadline I don't make the deadline.

Well the deadline has passed, but due to unexpected IRL shit I'm probably not going to doing the first post until the weekend. So have at it.
 
Diane "Harmony" Strand
I got a few messages on the Discords, so I'm posting Harmony'sDiane's sheet again.

(Unified Light / Counter Force) Diane "Harmony" Strand

Stats
Health: 600
Base Damage: 250
Base Resilience: 200
Magic Modifier: 50
Affinity: Hope
Weapon

Carbine
Attacks per Turn: 1
Base Damage: 75
Affinity: None
Ability: None
Spells
Idealize
-"My soul surges with power! Witness the might of Harmony!"
Spends a round gathering magic to transform herself into a magical form. Cooldown only "ticks" down in Diane's mundane form.

Level N/A
Base Damage: N/A
Magic Modifier: N/A
Affinity: Hope
Ability: Shapeshift | Channel | 2-Turn Cooldown
Abilities
Practitioner
-Allows the creation and upgrading of Spells.

Ideal Form
-Diane transforms into a magical version of herself upon casting Idealize. Increase all stats by 100% when in that form. See Harmony Realized sheet.

Limits of Imagination
Level 1
-If Diane has had Idealize active for more than 2 rounds it is dispelled at the start of her turn.

>Next level provides an additional round of duration.
(Limits of Imagination is a measure of how much skill and power Diane Strand has developed with her magic. Improving it provides a small variety of effects and may open up other abilities to purchase.)

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

Diane badly wanted to be a Magical Girl for seven years. First she hoped, then when her magic developed she tried to draw it deeper and deeper to trigger an activation. As she grew older she became more driven, spending hours trying to learn from her city's Angel. A month before her eighteenth birthday she ran off and spent every moment she could trying to transform. And succeeded in a fashion.

She all but sprinted to the Counter Force to sign up as a Magical Girl, but it was obvious to them that her "Magical Girl form" was not a true MG transformation. Thus she ended up working her way through basic training for three months, then spending another eight months studying and being studied as a Practitioner.

Mostly she has focused on using her magic to empower herself. Whether "transformed" or not. Diane has quite a bit of trouble casting spells outside of her Harmony form. And quite a bit of trouble with burning through the standard Counter Force equipment with her magic. Something about the existing magitech gets damaged by her empowering it. She's only recently enchanted a set of Super Heavy equipment for her use.

After her first mission went sour she was instrumental in getting the trainee group she was part of through unharmed after the trainer unit was shattered. She's hoping this mission is less hectic, but eager to show her power again.

Specialist Strand would be very happy to be addressed as "Magical Girl Harmony" by the way :V


(Unified Light / Counter Force) Harmony Realized

Stats
Health: 1200
Base Damage: 500
Base Resilience: 400
Magic Modifier: 100
Affinity: Hope
Weapon

Carbine
Attacks per Turn: 1
Base Damage: 75 (500)
Affinity: (Hope)
Ability: (Hope-Boost)
Spells
Shine
-Heals nearby allies and damages nearby enemies.
Level 1
Base Damage: 50
Magic Modifier: N/A
Affinity: Hope
Ability: Heal
Abilities
Might of the Soul
-Weapons wielded by Harmony gain the Hope Affinity and the Hope-Boost Ability. Harmony may use her Base Damage if it is greater than that of her wielded weapon.

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.


Perk one spent on a very weird mode shift + Spell and two Abilities to support it (This is slightly overloaded, but most of this provides little benefit)
Perk two spent for Might of the Soul Ability
Perk three spent for Shine spell

EDIT: Limits had more than a little bit of a rework. Duration at level 1 reduced to 2 rounds.

EDIT2:
Magi-tech Trauma Kit, heavy on the magic part. A set of tools for treating wounds, removing poisons or curses, and re-attaching limbs that went on an adventure. Tends to knock the patient out for a day when the damage cured is severe. Not active in combat-scale rounds and cannot be used to treat the person using it.

Arm of the Phoenix. A magical tattoo that lets Diane fire off a burst of fire. Needs to be recharged after each use. By default it accepts a trickle over time, Limiting it to a single use per day. (Ranged fire attack at Diane's current Base Damage.)
 
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I got a few messages on the Discords, so I'm posting Harmony'sDiane's sheet again.

(Unified Light / Counter Force) Diane "Harmony" Strand

Stats
Health: 600
Base Damage: 250
Base Resilience: 200
Magic Modifier: 50
Affinity: Hope
Weapon

Carbine
Attacks per Turn: 1
Base Damage: 75
Affinity: None
Ability: None
Spells
Idealize
-"My soul surges with power! Witness the might of Harmony!"
Spends a round gathering magic to transform herself into a magical form. Cooldown only "ticks" down in Diane's mundane form.

Level N/A
Base Damage: N/A
Magic Modifier: N/A
Affinity: Hope
Ability: Shapeshift | Channel | 2-Turn Cooldown
Abilities
Practitioner
-Allows the creation and upgrading of Spells.

Ideal Form
-Diane transforms into a magical version of herself upon casting Idealize. Increase all stats by 100% when in that form. See Harmony Realized sheet.

Limits of Imagination
Level 1
-If Diane has had Idealize active for more than 4 rounds it is dispelled at the start of her turn.

>Duration is 3 rounds plus one per level invested.

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

Diane badly wanted to be a Magical Girl for seven years. First she hoped, then when her magic developed she tried to draw it deeper and deeper to trigger an activation. As she grew older she became more driven, spending hours trying to learn from her city's Angel. A month before her eighteenth birthday she ran off and spent every moment she could trying to transform. And succeeded in a fashion.

She all but sprinted to the Counter Force to sign up as a Magical Girl, but it was obvious to them that her "Magical Girl form" was not a true MG transformation. Thus she ended up working her way through basic training for three months, then spending another eight months studying and being studied as a Practitioner.

Mostly she has focused on using her magic to empower herself. Whether "transformed" or not. Diane has quite a bit of trouble casting spells outside of her Harmony form. And quite a bit of trouble with burning through the standard Counter Force equipment with her magic. Something about the existing magitech gets damaged by her empowering it. She's only recently enchanted a set of Super Heavy equipment for her use.

After her first mission went sour she was instrumental in getting the trainee group she was part of through unharmed after the trainer unit was shattered. She's hoping this mission is less hectic, but eager to show her power again.

Specialist Strand would be very happy to be addressed as "Magical Girl Harmony" by the way :V


(Unified Light / Counter Force) Harmony Realized

Stats
Health: 1200
Base Damage: 500
Base Resilience: 400
Magic Modifier: 100
Affinity: Hope
Weapon

Carbine
Attacks per Turn: 1
Base Damage: 75 (500)
Affinity: (Hope)
Ability: (Hope-Boost)
Spells
Shine
-Heals nearby allies and damages nearby enemies.
Level 1
Base Damage: 50
Magic Modifier: N/A
Affinity: Hope
Ability: Heal
Abilities
Might of the Soul
-Weapons wielded by Harmony gain the Hope Affinity and the Hope-Boost Ability. Harmony may use her Base Damage if it is greater than that of her wielded weapon.

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.


Perk one spent on a very weird mode shift + Spell and two Abilities to support it (This is slightly overloaded, but most of this provides little benefit)
Perk two spent for Might of the Soul Ability
Perk three spent for Shine spell

Fuck it, these poor fools need a healer. Valid, and submissions are now 100% absolutely closed.
 
Equipment
Just like in the first round of TODO, equipment exists. Also just like in the original TODO it comes in two types, Combat and Support.

Combat Equipment is used in battle to augment your character's fighting ability. This can be done in a number of ways, from giving you grenades to throw like spells, special ammo to add abilities to your attacks, improve your defensive capability, or even give a short term buff to your stats. Combat equipment can be a powerful tool if chosen well and used at the right time.

Contrasting this, Support Equipment usually has few combat uses but can open up a number of options for working through or around problems that wouldn't normally be available. Such as drones for scouting ahead, ATV's for faster movement, supplies to assist with spell creation, and many other things.

There are some drawbacks though. Due to being deployed on the other end of the LDC, Combat Equipment can only be used once a day to ensure that supplies last, so make every use count. As for Support Equipment, while it's use isn't limited like with Combat Equipment, you still need to take care of it. Without a supply of tools and spare parts, repairing a piece of Support Equipment will be difficult if not impossible. If a piece of Support Equipment is destroyed, it's gone for good. Rounding things out, each character can only hold one of each type of equipment at a time.

Also, while the base armory holds the widest selection of Equipment that you're likely to see, this isn't the only time or place that Equipment can be acquired.
 
Combat rules
Just remembered we have some new people here, so have the combat rules:

Combat Rules
Combat will be initiated whenever you encounter a hostile entity, or you yourselves attack something. Enemy selection will vary by environment and location. Combat will end when all fighters are either dead, or have fled the battle zone. If one side becomes collectively incapacitated to the point they can no longer fight, they lose automatically and can be freely killed by the other side.

I will handle the combat turnout, applying extra modifiers depending on how attacks are described. Poorly described attacks may miss, depending on circumstances.

All abilities are applicable.
  • Ground Combat/Basic Rules
    • When combat is initiated, players will roll a 1d10 using the forum roller to determine initiative for their character. 1 goes first, while 10 goes last. As the GM, I will do the same for enemies. If two characters roll the same number, their actions will be taken simultaneously.
    • Each turn, Initiative will automatically change based on the ApT and character speed. Each ApT above 1 a character has, they will move up the attack order by that amount. Each level a character has in the High Speed Combat Ability, or every five levels in the Flight or Sprint Abilities, will also move a character farther up the order; having both nulls the bonus from HSC. Priority Boost also allows a character to move one step up in the attack order. Players are responsible for keeping track of how their character's initiative changes.
    • Ambushes cause surprise rounds, which set the attacking party's priority to 1, and adds a malus to the target's priority rolls. The intensity of the malus depends on how good the ambush is.
    • Before the turnout is written, all players will be asked to describe how they want to use their actions. Creative ideas or well-done descriptions may yield better modifiers.
    • If you attack a flying opponent, you will have to roll a 1d10 with a -1 for every two levels of Flight your target is using. If you gain High Speed Combat and their flight speed is lower, this malus won't be applied. If it's over, the malus will only begin to be applied once they hit a speed over it. The roll must come out as a 6 or higher to hit. Attacks with Anti-Air, Homing, and Unerring are exempt. Attacks with Detonate or Full-Auto derived abilities gain a bonus to their roll.
    • Flying enemies can only be targeted by melee attacks if they come down to ground-level for some reason.
  • Aerial Combat
    • When fighting another flying opponent, you will only get one attack. Make it count.
    • When launching attacks at each other, both parties will roll a 1d10 as an accuracy check, 7 or higher is required to hit.
    • For each level of Flight a character has, add a +1 to their accuracy roll. For each level of Flight their opponent has, add a -1. High Speed Combat removes the negative modifier to the roll. If the opponent's Flight exceeds the character's High Speed Combat, begin to add the malus for each level over the level of the character's High Speed Combat.
    • If attacking a land-bound target, ignore the accuracy roll.
  • Grappling
    • When two characters enter a grapple, they automatically attack each other at the start of each round. All other actions are locked until the grapple is broken.
    • Grappling characters can not use Spells or magic modifiers. Base damage is reduced by 75%, and Base Resilience is reduced by 90%.
    • If a weapon has the Grapple ability, ignore the previous rule. Weapons that are a body part do not suffer the damage reduction.
    • Each turn if only one side decides to continue the grapple, roll a 1d10. If 8 or higher are rolled, the grapple is broken and the side who decided to continue takes extra damage.
    • All attacks aimed at either side in the grapple will hit both.
  • Intercept Rules
    • If a character has the Intercept Ability or one of its derivatives and wants to make use of it, they may roll a 1d6 on each enemy attack before their own. If anything except a 6 is rolled, they will initiate an Intercept conflict.
    • Melee combatants with Intercept can only use it on attacks aimed at them, or at allies either within their reach or behind them.
    • Winners of an Intercept conflict will have their damage applied directly to their enemy. This damage can not be interrupted, dodged, or lowered through defensive barriers.
    • Intercepting attacks costs an action, and, outside of Primordia, only Spells may successfully intercept another Spell. Every Spell can intercept regular attacks.
  • Spell Synchronization
    • To trigger a Spell Synchronization, the two players attempting to synchronize their Spells can only do so when one of their actions line up on the same initiative.
    • In order for a Spell Synchronization to trigger, the two Spells involved must either, share a theme, share an affinity, or have a similar enough result. (Ex: Two spells share "Sea", Two spells are wave-like in result, Two spells are extreme expressions of the Magical Girl's powers.)
    • If two spells can synch, they will synch automatically without any extra effort required on the participating Magical Girl's parts. Spells that can not synch will operate as normal.
 
Combat 1, Turn 1 initiative and attacks.

War Forger has 1 initiative, Rift Diver moves on 7

Hell's Foot Soldier moves on 2
Infernals A and D move on 1, C on 3, B on 5
Husk A moves on 1, B on 5, D on 6, C on 7
Hellhound Alpha moves on 1
Hellhound D moves on 1, A on 4, C on 6, B on 9, E on 10

War Forger fires her flare gun and handgun at a Husks A and B
Cmd. Frost threw 2 10-faced dice. Reason: Forger and Diver initiative Total: 8
1 1 7 7
Cmd. Frost threw 1 10-faced dice. Reason: Hell's Foot Soldier initiative Total: 2
2 2
Cmd. Frost threw 4 10-faced dice. Reason: Infernals initiative Total: 10
1 1 5 5 3 3 1 1
Cmd. Frost threw 4 10-faced dice. Reason: Husks initiative Total: 19
1 1 5 5 7 7 6 6
Cmd. Frost threw 1 10-faced dice. Reason: Hellhound Alpha initiative Total: 1
1 1
Cmd. Frost threw 5 10-faced dice. Reason: Hellhounds initiative Total: 30
4 4 9 9 6 6 1 1 10 10
Cmd. Frost threw 1 25-faced dice. Reason: War Forger MM Total: 7
7 7
Cmd. Frost threw 1 20-faced dice. Reason: Husk MM Total: 12
12 12
Cmd. Frost threw 4 15-faced dice. Reason: Infernal MM vs Grave Wardens Total: 25
8 8 1 1 9 9 7 7
 
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