Because people we complaining:
- (Unified Light) Magical Girl Primary Wiccan
Erica Braun
- Stats
Health: 100
Base Damage: 15
Base Resilience: 20
Magic Modifier: 30
Affinity: Magic | Delusion | Myth Maker- Weapon
Feywillow Broom
Level 1
Attacks Per Turn: 1
Affinities: Magic
Ability: Flight | Spell Boost
- Spells
Ether Blast
-Raw magic used offensively
Level 1
Base Damage: 80
Magic Modifier: 80
Affinity: Magic
Ability: Knockback
Delusional Illusion
-A wide area illusion, sucking friend and foe alike into an illusory world.
Level 1
Base Damage: N/A
Magic Modifier: N/A
Affinity: Delusion
Ability: World Sphere
- Abilities
Double, double, toil and trouble: Level 1
-Controls all stats.
Flight (Broom): Level 15
-Primary Wiccan is able to fly on her broom at up to 140mph.
Practitioner (brand craft)
-Allows the creation and upgrading of Spells.
The "realness" of Delusional Illusion is dependent on Primary Wiccan's belief that it's real. This will change with time as it levels up, until that reverses and the realness of the illusion begins convincing her it is real. Eventually it could mature into a full-blown reality overlay that mindrapes anyone who enters into believing it's the one and only reality. Y'know, if she lives that long.
- (Independent) Magical Girl Crimson Hood
Daphne Grimm
- Stats
Health: 1000
Base Damage: 500
Base Resilience: 375
Magic Modifier: 250
Affinity: Fear | Insanity | Myth- Weapon
The Woodsman
Level 5
Attacks Per Turn: 2
Affinities: Fear
Ability: Mode Change | Murder (handsaw) | Catastrophic Damage (chainsaw)
- Spells
What Big Wounds You Have!
Level 5
Base Damage: 100
Magic Modifier: 200
Affinity: Insanity
Ability: Vorpal | Murder
- Abilities
High Speed Combat (LVL 2)
-Crimson Hood is able to track objects moving up to 180mph.
Over The River And Through The Woods
-Crimson Hood is not effected by terrain modifiers.
Host Of A Nightmare
-If The Big Bad Wolf is ever defeated, it will respawn from Crimson Hood's body
- (Barely Controlled) Nightmare of Crimson
The Big Bad Wolf
- Stats
- Health: 50,000
Base Damage: 3333
Base Resilience: 999
Magic Modifier: 666
Affinity: Fear | Change- Weapon
- Fangs of The Monster
Level 9
Attack Per Turn: 9
Affinity: Fear
Ability: Armor Pierce | Vampire- Spells
Soul Eater
Level 6
Base Damage: 999
Magic Modifier: N/A
Affinity: Change
Ability: Consume | Assimilate
- Abilities
- False Existence
-Increase resilience by (Incoming Damage x 2). Reduce Resilience increase by (25% - Myth, 50% - Legend, 75 - Epic, 100% - Divinity).
High Speed Combat (Level 4)
-The Big Bad Wolf can keep track of, and react to, objects moving up to 360mph.
The Better To Hear You With
-The Big Bad Wolf can operate on sound alone just as easily as it can sight.
The Better To Smell You With
-The Big Bad Wolf can operate on scent alone just as easily as it can sight.
Who's Afraid Of The Big Bad Wolf
-The Big Bad Wolf inspires terror in all those around him, and grows stronger the more scared people are.
Morphic Nightmare
-The Big Bad Wolf can shapeshift freely, changing its body composition, growing additional heads and wings (which give it Flight LVL 10), and even splitting off smaller versions of itself.
Fiodur in particular is troublesome for shutting off ranged attacks, teleportations and flight. Be careful.Updated to be less/more scary.
- (Thirteenth Hell) Fiodur
Fiodur
- Stats
Health: 55,000
Base Damage: 4,500
Base Resilience: 3,000
Magic Modifier: 2,400
Affinity: Darkness | Evil | Corruption | Blood- Weapon
- Fell Scepter
Level 30
Attacks Per Turn: 3
Affinities: Darkness | Blood
Ability: Modifier Save | Spell Boost | Disintegrate
- Spells
Consuming Orb
Level 11
Base Damage: N/A
Magic Modifier: 5,500
Affinities: Darkness | Corruption
Ability: Homing | Disintegrate | Vampire
Shadow Blast
Level 16
Base Damage: 4,000
Magic Modifier: 160
Affinities: Darkness
Ability: Double Cast | Detonate
Grasp of Shadows
-Blocks Flight and other abilities that improve mobility.
Level N/A
Base Damage: N/A
Magic Modifier: N/A
Affinities: Darkness
Ability: Ability Negation [Mobility]
Coalesce
-Draws in darkness, restores Health and removes debuffs.
Level 14
Base Damage: 14,000
Magic Modifier: N/A
Affinities: Darkness | Blood
Ability: Heal | Status Recovery | Boost-Self | 3-Turn-Cooldown
Shadow Agent
-Light and Darkness are manifest in most beings, draw forth the darkness to fight by your side. [Copies made this way have Darkness as their Affinity and typically have fewer Abilities. Touch range.]
Level 30
Base Damage: N/A
Magic Modifier: N/A
Affinities: Darkness | Evil
Ability: Clone-Other
- Abilities
Conqueror of Hope
When demons fell like flies on the fields of Hope Fiodur was present. He has seen the mightiest fall and be broken. He yet plots to see his foes subjugated and himself exalted.
-Fiodur is immune to Overwhelming Presence. Suppress Presence of Light and derived Abilities when present on a battlefield. Purely demonic forces commanded by Fiodur take 99% less damage from ranged attacks and receive +100% increased Damage.
The Yawning Dark
-Can fire off spells more than once per turn
The Speed of Darkness
-Allows teleportion once per turn to an ally or enemy with the Darkness Affinity.
Hungry Shadows
-Double the effectiveness of Fiodur's Disintegrate Ability.
Armor of Blood and Darkness
-Reduce End Damage by 50%
It seems kind of pointless to give him lots of spells he's unlikely to be able to use .
In battle he's an annoying twerp who casts Shadow Agent and tries to run off, he's seen what happens to braver demons. A gang of Magical Girls should kill him easily if he was somehow stopped from teleporting off somehow... and if they can deal with their shadow doppelgangers popping up if the fight drags on.
FOOD!
upA mousy girl throws aside her knitting and bounds ip the steps.
Sounds like someone has the Godslayer ability.(GM Hint: You do Not want to bug Sam for a Shell buff, trust me on this...)
Or it's a yet another character who lucked out in TTTGFTH - but yes, that is also a likely conclusion.
According to the actual update text, Phreaking is supposed to be some kind of distruption method to weaken the UD's ability to create and manipulate the tunnels. It's mentioned as something of an alternative to Deluge...The only thing about Phreaking is that it has basically no allies and is vs everything in the tunnels.
If we can delay that to after Deluge by picking something else while we're in Phase 2, that may make it a lot easier?
That would leave Wasp's Nest, Long Reach, Ghost Division, Fighting Fires, or Suppression of Enemy Defenses for something in Phase 2 -> Deluge in Phase 3 -> Phreaking in Phase 4
No, because we don't have Rain of Light.2) Is it possible to use a Rain of Light | Ray | Vampire | Collateral Damage Panoply Build to eradicate every possible opposition in the tunnels on a fly-by attack, not collapse the tunnels in the process, while flying at full speed through the tunnels?
Right, forgot that...
Dark, Void, and Chaos are all kind of on the plate for us to buy already at some point anyway just because they're so common among the majority of what we'll be fighting. Blood too probably.2) Purchase Darkslayer and crush the fool, again using Halting to prevent him from escaping
---Pros: Simple, Reliable, works towards SuperSlayer requirements, will have extended use in the future, will not announce your presence
---Cons: Risk of getting grounded (hope Self-Repair works, else stranded), risk having to fight your own shadow (who dies to a single blow, again because Darkslayer), costs 420 EXP
Crush is way better than rain of blows.Right, forgot that...
Eh, the damage quotient of 5100x26+d700=133'000 DPT is still fine, since the bullet curtain of explosions will still be glorious to witness.
As for Fiodur, the problem with him is that he is neither Epic, nor Legend, nor any other Growth Affinity. He can shut down our ranged attacks, our mobility... And his cloning spell is a melee range, so engaging him up close is a trap.
Certainly his Very Bad Day (TM) if we purchase Darkslayer is no joke. Here's a comparison:
Crush | Rain of Blows | Multi-Slash | (Darkslayer)
Crushing Panoply: 1400 Base Damage, d700 Dice, +280x5 Rain of Blows, +200 Light of Discovery, x3 CRUSH = 9000-11100 Total Damage, x3 Multi-Slash = 27000-33300 Unified Damage
Darkslayer Panoply: 1400 Base Damage, d700 Dice, +280x5 Rain of Blows, +200 Light of Discovery, +7000 Darkslayer, x3 CRUSH = 30000-32100 Total Damage, x3 Multi-Slash = 90000-96300 Unified Damage
Fiodur: 3000 Base Resilience, d2400 Dice = 3000-5400 Damage Reduction
50%: Armor of Blood and Darkness (Negated by Darkslayer)
In other words, a single punt from us results in either approximately 12000 damage (sans Darkslayer) or 90000 damage, which is a thorough overkill for him.
Then again, there's a possible Shadow of Summit... I expect her to be stuck with our Panoply configuration, lack most of our spells and teleportation, and (if we're very unlucky) to have the Ceaseless Warrior APT boost as a transient buff with no way of regaining it... But she's still someone who can whack us for 27000-8400=18600 Total End Damage, or 7440 FED. In other words, she's someone who can hit us for half our health, once again. Worse, with her non-negated flight speed she'd have an edge on us.
Point is, with Fiodur there are two realistic approaches:
1) Rush him with Inchoate Wave Force and Halting to shut down his spellcasting and teleportation, then dismantle him via Ceaseless Warrior given dozens of hits. Should only take 5 attacks or so, if Inchoate Wave Force didn't connect. Or if it did? It's the equivalent of 2x whacks at most.
---Pros: Does not need to purchase Darkslayer, no pesky shadows created in the last moments, priceless look on his face as he runs into our "don't need to charge up Wave Force" trick.
---Cons: Announce your identity and presence to all and sundry, invite immediate attention of hunter teams, possibly invite attention of Goddess Red or at least her Knight...
2) Purchase Darkslayer and crush the fool, again using Halting to prevent him from escaping
---Pros: Simple, Reliable, works towards SuperSlayer requirements, will have extended use in the future, will not announce your presence
---Cons: Risk of getting grounded (hope Self-Repair works, else stranded), risk having to fight your own shadow (who dies to a single blow, again because Darkslayer), costs 420 EXP
In a practical sense, wouldn't it be better to useCertainly his Very Bad Day (TM) if we purchase Darkslayer is no joke. Here's a comparison:
Crush | Rain of Blows | Multi-Slash | (Darkslayer)
We should already have no problems with underwater combat due to the following abilities.@kelllogo, Question: Can we absorb a diving kit and rebreather to give ourself underwater mobility, and then exploit that to make Phreaking easier for us by first dropping Deluge, and then going through the recently-flooded and -depopulated tunnels for Phreaking?
Serene In Adversity
-Aura effects and Environmental effects can't damage you.
We can't be hurt by the environmental effect "Underwater" nor have our actions restricted by "Can't Breathe".Upon Wings of Imagination
-The Panoply is sword, shield, and support. Body Modifiers do not restrict actions.
We should already have no problems with underwater combat due to the following abilities.
Funnily enough, that's actally the plan for running Phreaking post Deluge.@kelllogo, Question: Can we absorb a diving kit and rebreather to give ourself underwater mobility, and then exploit that to make Phreaking easier for us by first dropping Deluge, and then going through the recently-flooded and -depopulated tunnels for Phreaking?
Crush | Rain of Blows | Multi-Slash | (Darkslayer)
Crushing Panoply: 1400 Base Damage, d700 Dice, +280x5 Rain of Blows, +200 Light of Discovery, x3 CRUSH = 9000-11100 Total Damage, x3 Multi-Slash = 27000-33300 Unified Damage
Darkslayer Panoply: 1400 Base Damage, d700 Dice, +280x5 Rain of Blows, +200 Light of Discovery, +7000 Darkslayer, x3 CRUSH = 30000-32100 Total Damage, x3 Multi-Slash = 90000-96300 Unified Damage
Fiodur: 3000 Base Resilience, d2400 Dice = 3000-5400 Damage Reduction
50%: Armor of Blood and Darkness (Negated by Darkslayer)
1) Kindly examine the math closer.In a practical sense, wouldn't it be better to use
Multi Shot | Danmaku | Homing | Darkslayer
The damage for that should be
Darkslayer Panoply: 1400 Base Damage, 1d700 Dice, +350x10 Danmaku, +200 Light of Discovery, +7000 Darkslayer = 12101-12800 Total Damage, x3 Multi Shot = 36303-38400 Unified Damage
Fiodur: 3000 Base Resilience, d2400 Dice = 3000-5400 Damage Reduction
50%: Armor of Blood and Darkness (Negated by Darkslayer)
That's guaranteed to take him out in two attacks (three attacks if he sneaks in a healing spell), is very hard for him to avoid getting hit by, and keeps us out of his melee range.
I don't see a problem with underwater combat or underwater travel (see, Summit vs Reinforce in Hot Springs). I see a problem with Unified Darkness closing off the flooded tunnels and preventing us from getting close enough to initiate Phreaking.We should already have no problems with underwater combat due to the following abilities.
We can't be hurt by the environmental effect "Underwater" nor have our actions restricted by "Can't Breathe".
We should be able to treat Underwater Combat as basically the same thing as Aerial Combat.