Under the Open Sky (CWMGQ Spinoff)

Depending on QM's generosity we're also making potshots at the enemy fliers. Going by line, that subvote gathered 4/7 support.
 
Crossworlds 16.2 (Operation Little Miss Death Star)
The urge to intervene is tempered by seeing how quickly the UFOs fall. Lines of afterburners and clouds of flak dance through the stream on invaders and send them falling by the dozens. And not a single jet is struck by the attacks before withdrawing.

It all makes a huge racket, even as far away as the dorm courtyard.

"Wait, Summit! I need to talk to you!" Magical Girl Insight yells to you while running out the door.

You must have missed her earlier. She no longer has the blindfold but her grin is, if anything, even larger.

"What do you need." you ask as she draws closer to where you're floating above the ground.

"I've been cramming with Machine Code and Signals. There's a few plans that teleportation makes much better." she rubs her hands together, "And since you've figured out how to send others through portals it's even better. I'll need to call Jeorge and let him know."

"This sounds like a conversation I should be part of." Commander Black swings closer.

You drift to stand on the ground. Primary Wiccan stays right behind you.

"Hold on, when-" Ninja of Light starts to ask something.

"I know and yes!" Insight interjects.

Ninja brandishes her hand with middle finger extended and hisses at Insight. The latter girl doesn't seem bothered in the least.

"Summarize your plans." Black says tersely.

"You should already have the gist of it. By quickly adding and redeploying Magical Girls we can make a conventional force act as if it were entirely heroes when the UD tries to respond." Insight says quickly, "Classic high-low mix. Add in that the enemy commander is even more careful than usual because Solid Core's raiding has severed both dimensional highways that would provide relief forces and we have an amazing opportunity."

"Plans." he says with a strong pop at the start.

"Ah, Summit and the Emissaries of Light will teleport around the battlefield to divide the enemy commander's attention and disrupt their advantages. Once the anti-magic wears off Magical Girls will support the spearhead and drive the elite forces to withdraw or destroy them. There's someone special who will blast our problems away once we're close enough."

"Anti-magic? Where does that come in?" you ask.

"Payload of the jets." Black replies briskly, "Magic-draining spikes to help out Counter Force offensives."

Ninja plants her hand on her hips, "Just so we're clear, I am not going back inside Boatshrieks. Bard and Caster got squished and I barely made it out in one piece."

You toy with the idea of shooting at the stream of doomed UFOs, but regret it after a moment. Either you would need to fly close enough that the barrage of anti-air-artillery was almost hitting you or you would need to make a staggeringly obvious attack from long range. And the fixed defenses are doing a fine job by themselves.

"Summit, aid Insight. I have fires to put out, raise an alarm if you think another invisible monster is sneaking around. Tanner! Get some fairies to sweep the perimeter for magic!" Commander Black heads towards the command trailers with a hurried pace.

Insight claps her hands together, "Great, I just know this is going to be awesome."

"Events with a chosen one often are. Am I in your plans?" Primary Wiccan says from behind you.

"Jorge has a few pet projects. Currently relevant are to pull a ruse to open a second front. And to close the subterranean passages." Insight continues.

"Do we have a map of those passages? I've seen the handiwork of fairy spell teams and Abbadon's power. Can't they destroy them quickly?" you ask.

"The huge dome the UD hides behind can send out tubes of obsidian to quickly make new tunnels. It's a pain."

Ninja chimes in, "This isn't the first time someone has tried to close the stupid tunnels."

You see Flawless Paladin rushing towards you at a flat run.

"If the UD can just make new passages how can we stop it?" you add.

Insight taps the side of her head, "We do something they don't expect, of course. Machine Code put something together that should make their control method fail quickly, or you could smuggle a Noah device in and fill the tunnels with water."

"We're doing what with the tunnels?" Flawless Paladin butts in.

"Breaking them, apparently." Ninja of Light says flatly.

"I just know Ninja will love the next idea. A quick strike at Boatshrieks should rile-"

"Fuck no. That's not happening, and nothing you say will change my mind."

"Victory or death." Primary Wiccan speaks with an odd echo effect.

"What's at Boatshrieks?" you ask while the others are quiet.

Wiccan's declaration had gotten the group around you to all take a step away from her and grabbed their attention thoroughly. There was a bit of magic leaking around the edges of nearby buildings, but nothing major. It felt like they were over-reacting.

"I miss that place, actually." Flawless Paladin glances at the ground then at you, "Overseer's minions were great in a fight and had all sorts of tame monsters."

"Since the UD poached a huge wyrm out of the ruins the place is probably still ticked off." Insight starts up again with a slightly subdued voice, "Speaking of the damned wriggler: I hear it's going to be sewn together and zombified for our side in this fight."

"Ick, necromancy is gross." Primary Wiccan frowns.

"That sounds handy." you comment.

Ninja throws up her hands, "I've said this already: It Is A Deathtrap. All that's going to happen if you try raiding it is that we'll get chewed on by truck-sized spiders or caught in a James-Bond-style literal deathtrap. Tell your brainstorm buddy to walk in himself."

"Ninja of Light appears to already be familiar with Boatshrieks, you can ask her about it if you decide on that option." Insight ripostes.

"Fuck you."

"Language!" Primary Wiccan admonishes, holding her hand to her mouth.

"You're letting me pick options? I thought you already knew what I could do and which option would be best."

'Alert! This is Perimeter 1 of Moral High Ground! A pack of Ragged Legion Helicopters dropped in and we can't hurt their leader! We need hero support!'

You frown as a radio message grabs your attention.

"Summit, we should discuss this with Steel Monsoon. We're a team and should put our heads together on this, if we even decide to split you off for blondie here." Flawless Paladin holds her hand out awkwardly before drawing it back.

"Uh-uh, Black backed me up on this." Insight wags her finger, "As for the why, Summit is from the Golden Age of Magical Girls. I might be a know-it-all, but I'm not going to claim to know more about keeping you alive than you know."

You feel a bit warm at that compliment.

Primary Wiccan flies higher while staying motionless on her broom, "You are a Chosen One, in trials you will find yourself at crossroads. Choose wisely for all our sakes."

Insight jabs her shoulder in Ninja's direction and points at Wiccan, "Do you know what her deal is? I'm got nada from my bag of tricks."

Ninja shrugs.

Flawless Paladin rubs her hands together briefly, "Wiccan has always been a little odd. It has something to do with how her powers manifest."

Insight pinches her forehead for a second, "Okay, broom girl. Do you have prophecy powers or something? I thought you just had illusions."

"Actions shape existence. Beliefs guide actions. Stories generate beliefs. And a story is an illusion of meaning we use to understand existence."

'We're going to need a bigger gun. That patch of shadow monsters popped back up again.'

Another worrying transmission is broadcast.

"There are multiple problems being reported. Will an attack be successful?" you ask.

Insight grimaces, "That was fast. Let the generals and I worry about the situation."

"My team's here, I should go." Ninja comments before doing a fancy spinning backflip to land near where the rest of the Emissaries are gathering.
----

Earlier…

"Rita, check with Alex that you're ready." Zoe says strides into the stone room of the tower.

"Already? Yay!" A mousy girl throws aside her knitting and bounds ip the steps.

Goddess Red sits up a bit straighter and glares at the new arrival. A black, armored figure shifts its weight slightly.

"There are jets attacking our bastion. And the usual replenishment of rabble got vaporized two days ago. We'll need to assist."

"I'm not here to make your problems go away. Your words were that I 'wouldn't have to lift a finger', and if you're counting on escalation of commitment to boss me around you can just fuck off." Goddess Red answers.

"I haven't forgotten," Zoe spits out, "and you won't have to lift a finger. Lisa will bring Fiodur here and you can lounge by the fire until I bring you Anna. This is a courtesy so you don't start a fight with the local commander when he gets here."

The room is quiet except for the crackles of burning wood for a moment, then Zoe whirls to point her scepter at the Black Knight. What tension may have been present does not show in either the Knight or the Reclining Goddess.

"Get out." Red makes a dismissive gesture at Zoe, "Don't say another thing to me until you've brought me my prize. I haven't forgotten who put my little sister in that cage."
----

Status of Little Miss Death Star:

Stage 1 - Crashing Sky: IN PROGRESS
Stage 2 - Heavy Metal: PENDING
Stage 3 - Zone of Control: UNAVAILABLE
Stage 4 - Glory: UNAVAILABLE
Stage 5 - You May Fire When Ready: UNAVAILABLE

Current UD Tactics:

Underground Roads
Necromancy Raid
Crude Fortifications
Specialty Forces (Ragged Legion | Little Green Men)
Elite Shadows
Shadow of Red
Headhunting Team
----

Special Operations available!

Wasp's Nest
-Attack Boatshrieks to provoke them to attack the UD positions. Scholar of Light will teleport you nearby.
Difficulty: Moderate to Extreme
Effect if Successful: Profound
Allies: Primary Wiccan, Crimson Hood, The Emissaries of- (Oh Hell No!)
Enemies: All the terrible things that infest a fallen fortress.
Stages: 1 & 2 (After that the monsters could get in the way)


Long Reach
-Support a demolition team to destroy UD fortifications near Hero's Path. Your newly-developed gateways will enable them to move much faster than otherwise.
Difficulty: Simple
Effect if Successful: Small
Allies: Lucky Star and the rest of Team GEAR.
Enemies: A string of forts overlooking Boatshrieks territory. Possible artillery casters if you linger too long.
Stages: 1, 2 & 3


Ghost Division
Living or dead! Always ahead! Fed by your dread!...
-Those hovertanks you put together are going to have to sit out the armored push, anti-magic will stop them dead, use your gateways to make it seem like they're everywhere else. (Tanks are too big for Shifting Portals, you'll need to spend a minute on Gating to get them moving).
Difficulty: Moderate
Effect if Successful: Small
Allies: A pack of hovertanks
Enemies: Sentinels and other elites
Stages: All except stage 5


Deluge
-Those tunnels are a prominent piece of the UD's defenses. Help set up a Noah Device at one of the outlets so we can fill them with water.
Difficulty: Hard
Effect if Successful: Profound (Removes UD Tactic - Underground Roads)
Allies: Earthmovers and several teams of Magical Girls to help keep a perimeter.
Enemies: Varible
Stages: 3 NOT YET AVAILABLE


Phreaking
-Machine Code thinks she's figured out how the 'arms' of the UD's obsidian fort are controlled. While taking control from the outside is, in her words, 'impractical', she expects the process can be degraded by some spoofing. Bring her device as low as you can get it before activating it to maximize its effect.
Difficulty: Hard
Effect if Successful: Large (Removes UD Tactic - The Cage)
Allies: None!
Enemies: All the forces mustered in the tunnels.
Stages: 1, 2, 3 & 4


Fighting Fires
-You might not be the strongest, but you are very fast. Put that speed to use and intervene to help beleaguered forces
--Help deal with the pile of shadow monsters at the front
--Fly up to the UFO portal and blast it with a Wave Force to close it
--Teleport to Moral High Ground and deal with whatever's attacking there


Suppression of Enemy Defenses
-The Counter Force is breaking out the good stuff for this fight. Bring some spotters along and call in all the missiles you could want.
Difficulty: Auto-Success (unless Headhunted)
Effect if Successful: Minimal
Allies: Spotter Team
Enemies: Nothing should spot you if you're careful.
Stages: 1, 2, 3 & 4

(GM Hint: You do Not want to bug Sam for a Shell buff, trust me on this...)
----

[X] Take a mission
-[X] Which one?

[X] Rush to the front lines
(Operations will remain open)
----

+10 EXP Marching Orders
+5 EXP You feel a chill run down your back…

456+15 = 471 EXP

[X] [EXP] EXP Plan?
 
Wasp's Nest
-Attack Boatshrieks to provoke them to attack the UD positions. Scholar of Light will teleport you nearby.
Difficulty: Moderate to Extreme
Effect if Successful: Profound
Allies: Primary Wiccan, Crimson Hood, The Emissaries of- (Oh Hell No!)
Enemies: All the terrible things that infest a fallen fortress.
Stages: 1 & 2 (After that the monsters could get in the way)
Well, if we want to see Ninja freak, that's where we should go.

Long Reach
-Support a demolition team to destroy UD fortifications near Hero's Path. Your newly-developed gateways will enable them to move much faster than otherwise.
Difficulty: Simple
Effect if Successful: Small
Allies: Lucky Star and the rest of Team GEAR.
Enemies: A string of forts overlooking Boatshrieks territory. Possible artillery casters if you linger too long.
Stages: 1, 2 & 3

too little effect if successful. Team Gear will manage it on their own.

Ghost Division
Living or dead! Always ahead! Fed by your dread!...
-Those hovertanks you put together are going to have to sit out the armored push, anti-magic will stop them dead, use your gateways to make it seem like they're everywhere else. (Tanks are too big for Shifting Portals, you'll need to spend a minute on Gating to get them moving).
Difficulty: Moderate
Effect if Successful: Small
Allies: A pack of hovertanks
Enemies: Sentinels and other elites
Stages: All except stage 5

too little effect if successful.

Deluge
-Those tunnels are a prominent piece of the UD's defenses. Help set up a Noah Device at one of the outlets so we can fill them with water.
Difficulty: Hard
Effect if Successful: Profound (Removes UD Tactic - Underground Roads)
Allies: Earthmovers and several teams of Magical Girls to help keep a perimeter.
Enemies: Varible
Stages: 3 NOT YET AVAILABLE
Does that mean we can't do that one yet?

Phreaking
-Machine Code thinks she's figured out how the 'arms' of the UD's obsidian fort are controlled. While taking control from the outside is, in her words, 'impractical', she expects the process can be degraded by some spoofing. Bring her device as low as you can get it before activating it to maximize its effect.
Difficulty: Hard
Effect if Successful: Large (Removes UD Tactic - The Cage)
Allies: None!
Enemies: All the forces mustered in the tunnels.
Stages: 1, 2, 3 & 4
Why not? Might be fun. Also a prime opportunity for their head hunter team to try kill us and run afoul of their faulty intel.

Fighting Fires
-You might not be the strongest, but you are very fast. Put that speed to use and intervene to help beleaguered forces
--Help deal with the pile of shadow monsters at the front
--Fly up to the UFO portal and blast it with a Wave Force to close it
--Teleport to Moral High Ground and deal with whatever's attacking there

eh, some op is likely more effective

Suppression of Enemy Defenses
-The Counter Force is breaking out the good stuff for this fight. Bring some spotters along and call in all the missiles you could want.
Difficulty: Auto-Success (unless Headhunted)
Effect if Successful: Minimal
Allies: Spotter Team
Enemies: Nothing should spot you if you're careful.
Stages: 1, 2, 3 & 4

too little effect if successful.

[X] Take a mission
-[X] Phreaking
-[] Wasp's Nest


I am torn between Phreaking and Wasp's Nest.

[X] [EXP] Save it.
 
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Shadow of Red will mean lots of mean beasties. This could be countered by BoatShrieks, and would also fulfill one of the conditions for getting To Tear The Gods From Their Heights... We're in a relatively low danger there unless Dragon appears, but our allies won't be as safe.

Removal of Underground Roads or The Cage tactics is also to our benefit.

Fiodur's character sheet can be found in CWMGQ thread, he is a very powerful and annoying demon who can make shadow copies (mirror fight and Ni included) of others and rapidly teleport away. He also has a Super called Conqueror of Hope.

[X] Take a mission
-[X] Phreaking

I will go for tunnel fighting to disable one of UD tactics, as I think Deluge is a Stage 3 mission and it's Stage 1 right now.

For Stage 2 I propose BoatShrieks raid aka Wasp's Nest. Or reverse the order.

Edit: in favor of Phreaking because it will likely take enemies by surprise and allow us to hit and run before special kill teams go for us. Wasp's Nest right after will move us out of their reach, too.

[X] [EXP] Save it.
 
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[X] Take a mission
-[X] Phreaking

looks like the best return for the effort

[X] [EXP] Save it.
 
Here's a list of relevant character sheets - Primary Wiccan, Crimson Hood, and Fiodur.
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.

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 :V.

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.
Fiodur in particular is troublesome for shutting off ranged attacks, teleportations and flight. Be careful.
 
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
 
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
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...

What I think it means, is that UD will lose the ability to move their tunnels on the fly (read - make three new tunnels right after our tanks pass to make a pincer maneuver), but will still be able to use the previously established network to move their forces, aka Underground Roads tactics.

Deluge, on the other hand, will flood the currently existing tunnels with lots and lots of water via a Noah Device. I expect it to make Phreaking impossible or very nearly so by the virtue of "all the tunnels are flooded, or collapsed to prevent flooding" - either way, they stop being a possible entry route.

THAT said, two questions:
1) What is the rough distance (and/or expected flight time) to get from the entry point to the place where we can activate Machine Code's device?
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?
---The damage at 26 APT is an estimated 15600*26+d700=406'000 DPT, or roughly 28.6 explosions per second with movement speed of 98.4 meters per second...
 
Got Voidslayer listed twice on our shop sheet.

Fiodur's going to have a very bad day if he runs into us though considering how much XP we got and basically all his everything runs off of his Darkness Affinity.
 
No, because we don't have Rain of Light.
Right, forgot that... :oops:

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
 
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
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.

It's more or less just a now vs. later buy. *Shrug*
 
Right, forgot that... :oops:

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
Crush is way better than rain of blows.

EDIT: i misread something, ignore me
 
Paladin. Was the spy iirc. And Zoe is after our ass. We should avoid over extending where she could back stab.
 
Certainly his Very Bad Day (TM) if we purchase Darkslayer is no joke. Here's a comparison:
Crush | Rain of Blows | Multi-Slash | (Darkslayer)
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.
 
@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?
 
@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?
We should already have no problems with underwater combat due to the following abilities.
Serene In Adversity
-Aura effects and Environmental effects can't damage you.
Upon Wings of Imagination
-The Panoply is sword, shield, and support. Body Modifiers do not restrict actions.
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.
 
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@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?
Funnily enough, that's actally the plan for running Phreaking post Deluge.

Summit can also hold her breath for a very long time, but you'll still pass out if you go too long without oxygen. Bringing some air tanks is highly advised. (8 minutes sounds about right. Soft Mechanics still have their say.)
 
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 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.
1) Kindly examine the math closer.
---a) In the first place, I'm working off of the worst case scenario where Fiodur benefits from his own Super Ability, i.e. gets a 99% damage reduction against ranged attacks. That cuts your damage next to nil. On a side note, bonus makes his armies all but immune to conventional human forces, who rely heavily on firearms and cannons. Death of every such military commander is a coup for the Counter Force.
---b) In the second place, you are working with a sub-par design, since Ray Panoply grants you upwards of 26x ticks of 5100 combined damage even without Darkslayer - all in the same attack. This would have been more than enough to make him a roadkill had he been stupid enough to teleport in front of us - but see my assumption about his Super Ability working on his own defenses putting this idea into "ineffective" pile.
---c) Which attack are you comparing your Darkslayer Panoply with again? Because a ONE PUNCH approach seems more efficient, and that's what melee-based Darkslayer is about.

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.
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.

EDIT: Author Ninja, but the concern is still valid IMO
 
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