Under the Open Sky (CWMGQ Spinoff)

heavy machine gun and low collateral damage were not exactly linked concepts.
Heavy machine guns generally have the actual collateral damage ability.
With sufficient skill, surprise attack on a previously immobile target, and soft mechanics - how much effective difference will there be?
Well, I suppose that depends on how much of a chance there is to miss in the first place in such a situation.
 
Well, I suppose that depends on how much of a chance there is to miss in the first place in such a situation.
I wouldn't count on it working to negate significant cover, or hit someone with high Flight (Boosted) just by shooting in their direction. And shooting someone really really far would still require Ordnance.

Knowing Zoe, though, she's probably focused more on prepping things like those runestones that interdict flight to take away our advantages and bring the less mobile UD girls into combat. As opposed to recruiting only those who can keep up with us as we are.
 
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RE: Dodging Homing projectiles.


The trick is to get them to hit a wall or something else you don't much care about first.

Looks like the vote is for Summit to meet Zoe before it happens the other way around. I've been waiting to drop this fight for... a while. So I'll give a Tally now and try to get the opening scene done quickly.
Adhoc vote count started by kelllogo on Apr 10, 2018 at 11:49 PM, finished with 1880 posts and 10 votes.

  • [X] "I am Magical Girl Pinnacle." (This can't keep working, can it?)
    -[X] "-Lead me to Zoe." (Counter-ambush?)
    [X] "I am Magical Girl Pinnacle." (This can't keep working, can it?)
    -[X] "-I have other errands." (Keep going deeper?)
    [X] "I am Magical Girl Summit. And I have other errands." (Bonus infamy)
    -[X] Run deeper.
 
Crossworlds 16.4
"I am Magical Girl Pinnacle." you say sternly.

The demon's hand inches reaches for the hilt of his weapon and he darts his head around the hall.

"Lead me to Zoe, I would not want to disappoint her." you address the imp.

Said imp bows deeply, "Of course mistress."

He darts into the stairway and you follow.

These tunnels have a gentler slope than the last set and are twice as wide with the gutter in the middle of stairs. There's still the curve that prevents you from seeing very far ahead or behind, and the regular alcoves. It's also clear of demons.

The imp picks up his pace to an impressive speed as you follow. After a minute the tunnel opens to a maze of intersecting corridors. Your guide hardly slows, running on walls for some turns as he follows a path.

You stop briefly at a door as he pries it open and then you follow down a gently sloping hall distinguished by cables along the side and electric lights. After tilting down for several meters it levels out and enters a large decorated room.

Like the hall it has hanging electric lights. One side has a number of desks pushed together, the other is carpeted with chairs and low tables. There's a depression in the center of the room where plate glass is over, of all things, an aquarium built into the floor. Further into the room is another depression and an oddly shaped tunnel that seems to have grown out of the wall. There are parts of the wall that look like they've melted.

It's currently occupied by five figures. There's a robed demon (Darkness, Fire) covered in red scars being menaced by Starlancer holding a spear to his throat. A grey-haired girl (Ruin, Metal, Legend) is staring at the fish. An ornately dressed Magical Girl (Rule, Metal, Myth-Maker) is talking to another girl dressed in nothing but a wool robe with high side-slits.

Tears are visible on the possibly ordinary girl.

"Mistress Zoe! Pinnacle has answered your call.

"I'll be with you in a moment." Zoe, the ornate girl, says, "That's not something I can do. I might as well just hand you back to Tarser." she finishes

"Hi! With your help we'll kick this invasion off Hope in no time!" the grey-haired girl grins manically.

Wait, you've actually seen this particular demon before. He tried to stalk and capture you in your prison quite some time ago. You think that scar on the left side of his head is one you gave him… As soon as he stops being distracted by Starlancer's spear you expect him to recognize you.

For now you've been turning over ideas in your head at a breakneck speed, but there's an energy in the room that's rising and it won't be long before you'll have to act. Since these are Magical Girls you have to expect they'll leap into action the moment you strike.

How best to take advantage?
----

Choose one: (Battle plans in next vote after you see what they can do.)
[X] Say you're from the Counter Force. Maybe the girl is a Magical Girl and will assist you, or at the very least not join the others.
[X] Set Machine Code's device off. You think this is deep enough and it means one less thing to think about during a fight.
[X] Reach out and Wave Force someone
-[X] Silver Regent
-[X] Twisted Metal
-[X] Star Lancer
-[X] Tarser
-[X] The girl
[X] Start Charging an attack and blast the first one that notices.
[X] Try making a long distance portal and shoving enemies through so the UD Zone of Control hurts them (this is a bad idea).
----

+20 EXP An alarm is raised quietly
+3 EXP Rapid boss discovery
+5 EXP Met Magical Girl Twisted Metal
+20 EXP Met Magical GIrl Silver Regent

481 + 48 = 529 EXP

[X] [EXP] EXP Plan?

(Kinda short again...)
 
(United Darkness) Magical Girl Star Lancer

Lisa ???

Stats

Health: 8000
Base Damage: 6,000
Base Resilience: 1,100
Magic Modifier: N/A

Affinity: Light | Darkness | Legend
Weapon


Mythril Spear
Level 15
Attacks Per Turn: 4
Affinities: Light | Legend
Ability: Punch-Through | Return | Hypersonic (lvl 1)
Spells

Shooting Star
Level 7
Base Damage: N/A
Magic Modifier: 700
Affinity: Light
Ability: Double Hit

Twilight
Level 6
Base Damage: N/A
Magic Modifier: 240
Affinity: Light | Darkness
Ability: Judgement | Spell-Stop | Mana Steal
Abilities

Polaris Armor
Level 10
-Governs Resilience. Reduce End Damage by 50%. You are a fortress of might, clad in the finest material and magic.

Vitality
Level 8
-Governs Health. Stand tall hero, blows that would fell lesser beings are no more than insect bites to you.

Defensive Roll
-Double Resilience against any attack that doesn't catch you unaware.

Purging Light
-Targets struck by Twilight have their beneficial stacks set to zero.

Lingering Darkness
-Targets struck by Twilight have their Modifier Roll set to 0 until the effect is cancelled. Star Lancer may choose to use the Magic Modifier of targets affected by this Ability.

Stargazer
-Star Lancer's sight is unimpeded by darkness or bright light. Immune to Blind effects.

Mana-Forged Armaments
-Double Base Damage and Health (already included).

Signal Processing
-Star Lancer can sense and disrupt items that use light (or another part of the electromagnetic spectrum) to communicate.

Master Skill
-Sacrifice three moves to negate enemy attack.


(United Darkness) Magical Girl Silver Regent

Zoe Cross

Stats

Health: 6,800 (????)
Base Damage: 2,050 (????)
Resilience: 400 (????)
Magic Modifier: N/A (????)

Affinity: Rule | Metal | Myth-Maker
Weapon

Scepter
Level 41
Attacks Per Turn: 9 (Starts at 1, +1 every 5 levels)
Affinities: Rule
Ability: Kingdom | Armor-Pierce | Crush | ???
Spells

Rule of Iron
Level 27
Base Damage: N/A
Magic Modifier: 2700
Affinity: Rule | Metal
Ability: Boost-Self | ??? | ???

Rule of Gold
Level 2
Base Damage: N/A
Magic Modifier: N/A
Affinity: Rule | Metal
Ability: Perception Control

???
All good things come to an end...
Level ??
Base Damage: N/A
Magic Modifier: N/A
Affinity: Rule | Metal
Ability: ???

Abilities
Majestic Attire
Level 16
-Well made cloth can turn aside the slings and arrows of life. (+25 Resilience per level)

Composure
Level 34
-Acknowledged not the insults to your office. (+200 Health per level)

???
-???


(???) Magical Girl Twisted Metal

???

"It doesn't have to make sense! I am Magical Girl Twisted Metal!"​
Stats

Health: 6349
Base Damage: 686
Base Resilience: N/A
Magic Modifier: 287

Affinities: Ruin | Metal | Legend
Weapon

Tail Cannons (Controls all Stats)
Level 7
Attacks Per Turn: 3
Affinity: Ruin | Legend
Ability: Collateral Damage | Armor Pierce
Spells

???
Level ?
Base Damage: ???
Magic Modifier: N/A
Affinity: Ruin
Ability: ???
Abilities

Nonsensical Durability
-???

Damage Control
Level 6
-Recover 600 Health per turn. Recover from one Body Modifier per turn.


Tarser

Tarser

Stats

Health: 23,000
Base Damage: 1,000
Resilience: 350
Magic Modifier: 2,000

Affinity: Darkness | Fire
Weapon

Flail
Level 6
Attacks Per Turn: 2
Affinities: Darkness
Ability: Capitalize
Spells
Hellfire
Level 16
Base Damage: 3,200
Magic Modifier: 160
Affinity: Fire
Ability: Double Cast

Chains
Level 4
Base Damage: N/A
Magic Modifier: N/A
Affinity: Darkness
Ability: Bind
Abilities
Expose Vulnerability
-Targets affected by bind have their Resilience negated when defending.

Swordbreaker
-If Magic Modifier roll exceeds target's Base Damage break target's weapon.


(Independent) Magical Girl High Card

Dee Foster

Stats

Health: 900
Base Damage: 10
Resilience: 100
Magic Modifier: 90

Affinity: Luck | Magic | Myth
Weapon

Star Veil (Controls Health and MM)
Level 3
Attacks Per Turn: 1
Affinities: Luck
Ability: Splinter
Spells

Barrage
Level 7
Base Damage: 700
Magic Modifier: N/A
Affinity: Luck | Magic
Ability: Juggernaut | Echo

Abilities
Close Call
Level 2
-Always too close for comfort, but enough to avoid harm.

Slings and Arrows of Outrageous Fortune
Level 1
-Every defender against High Card's attacks must roll a 1d100 (Difficulty 1), failure applies a penalty of 50% of current Health to their Defense String.

Lucky Break
-If any MM roll ends in a 7 multiply that result by ten and roll again. Add all rolls made this way together. Recursive.
 
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how many of them would we catch with collateral damage? i'm thinking we buy a slayer abality for lancer and then just open up.
 
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Kinda like the idea of just opening up by Wave Forcing Star Lancer. Would be real amusing to start the fight by just deleting the last opponent from this group that Summit fought.

Very anime, it would be, the kind of thing to show how the protagonist has advanced and last season's villain doesn't even rate a fight scene.

Could follow that up with something using Multi-Shot, Danmaku, Collateral Damage, and one other for massive splash damage. Burn, maybe, for hilarious incendiary stacking shenanigans.
 
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Everyone except Twisted Metal is pretty grouped up. You could hit four of them at once.

High Card isn't transformed at the moment if it matters.


and it really looks like high card is being press-ganged, so we should probably try and avoid killing her. blehch. ok so we can't just open up with collateral damage and kill most of them, let's see how hard can we hit.

ray does hell if I know to damage, but I'm going to assume it's at least times 3 damage total, then add damiku for another 2.5 base of bonus damage for a total of times 5.5, then triple that with multi-shot to do somewhere in the neighborhood of 2,3100 damage, and leave an ability open for further shenanigans. maybe homing in case they get dodgy, or task it with don't hit high card while turning the area around her into lasers if we have to.

now the system has a lot of soft rules, but opening up from surprise with an attack in the neighborhood of twice what's needed to kill someone does tend to hint that at least one of them is not going to get to act. silver looks like a caster, and I'll bet cash money she has some really annoying spells so we are definitely casting wave force at something to shut her down. Normally i'd throw that at twisted metal, but she's a tank they brought along to deal with us. she may have fuckery that makes hp percent attacks bounce or something, which really would fit an ablity called "Nonsensical Durability" so I'm kind of leaning towards hitting Tarser with wave force. he has not weird defense trick, just 23000 hitpoints.

since Tarser and lancer are so close would we catch both with a single ray attack if we killed starlancer? also, are we getting 1 surprise attack, 1 surprise attack and a spell, or are we getting 1 surprise action and then just being top of the initiative order in a fight for our other 4? cause plans will rely heavily on how many we can kill before they get to act. Hell knowing if we can get grand dispel up before they cast without making wave force our opening move would help since if I'm reading the rules right, for one shoting someone basic attacks work better but I really want grand dispel up before the caster they brought in to deal with us starts casting.
 
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ray does hell if I know to damage, but I'm going to assume it's at least times 3 damage total, then add damiku for another 2.5 base of bonus damage for a total of times 5.5, then triple that with multi-shot to do somewhere in the neighborhood of 2,3100 damage, and leave an ability open for further shenanigans. maybe homing in case they get dodgy, or task it with don't hit high card while turning the area around her into lasers if we have to.
...Ray just makes the attack continuous. It does damage dependent on how many actions are poured into it.

edit: It's basically Laser, but with different execution and limits.
 
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ray does hell if I know to damage
This is the description of Ray:
Ray: An attack that is functionally continuous. So long as the user has an available attack per turn to use, they can launch a constant assault using the spell or weapon.
So on a direct reading, it doesn't actually do anything to or for damage on its own. If I'm understanding it, it may act something like a chain effect in that once you land a clean hit, you can repeat that for as many attacks as you have available.

Edit:
Alternatively, based on the above statement, it may act as a damage consolidator, allowing you to roll X number of attack actions into a single action. This would increase your lump sum damage without actually changing the total amount of damage you do, which would be situationally advantageous for bypassing some defenses.
 
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...Ray just makes the attack continuous. It does damage dependent on how many actions are poured into it.

that's what it does? it was between damku and rain of light so I assumed it was a midpoint. since it's description of "keep attacking so long as you have attacks." just sounded nonsensical to me. that's sort of how attacks per turn work. but that does mean it's kind of useless right now since I'm guessing soft rule surprise round means we can't use it on a surprise attack that well since it's about sustained fire. also, what does it do to make it not useless?. You can always keep attacking so long as you have attacks, does it do something like laser where you can merge attacks? I just do not seem be on to be on the same wavelength as you and crystal, since my understanding of how abilities work seems to be wrong like 90% of the time.

ok redoing the math, using damiku, double shot and multi-shot we can hit for 17500, which is just enough to kill star lancer from surprise, and just short of killing her if she has defensive roll up. her backs to us but I don't really trust her to not see it coming somehow. if we add ordinance into the mix we drop her for sure.

edit: or we just go full omni caster and double tap silver staff and star lancer with wave force. Though I'm not sure we can do that since I think grand dispel works on us too.
 
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OppFor:
-Star Lancer
--Light, Darkness, Legend
--Nasty ass countering shit.
--Double defense against non-surprise attacks, also negates an annoying number of attacks
--Jammer

-Silver Regent
--Rule, Metal, Myth-maker
--Crazy strong weapon and buffs

-Twisted Metal
--Ruin, Metal, Legend
--Collateral damage, if Star Lancer is down this is a terrible place for her to fight
--Dead Tanky

-Tarser
--Darkness, Fire
--Not much other than magic
--Can identify us.

-High Card
--Luck, Magic, Myth
--Luckamancer
--Table turning abilities
--Probably being blackmailed with something. We don't know.

[X] Reach out and Wave Force someone
-[X] Star Lancer
[X] [EXP] Plan Metalbreaker
-[X] Panoply lvl 30: Metalslayer 420xp

109/529 EXP left

Okay, so alpha strike Star Lancer, since she's the most annoying to fight outside of surprise, but is extremely vulnerable when surprised. With magic shut down we can maul her to death

Buy Metalslayer, since both the remaining MGs after Star Lancer are Metal Affinity and stupidly tanky. If we don't want the fight to take long enough to bring the whole base down on us, we want that to clean up.
Saving remaining XP for the next pile of shit when we need to evac.
 
Okay, so alpha strike Star Lancer, since she's the most annoying to fight outside of surprise, but is extremely vulnerable when surprised. With magic shut down we can maul her to death

wave force won't kill her. but we can down her from surprise with the right attack abilities. if we win initiative we'd still be able to get wave force off before they start casting at us.
 
That bind looks scary. Also the whole walk alone into the kill squad hunting you strike me as something we might regret. Like what if Goddess was sitting there laughing at them.
 
Counter-ambush is a wonderful thing - assuming we are strong enough.
Hit four of them with Wave Force and then toss EMP and leggit?
 
that's what it does? it was between damku and rain of light so I assumed it was a midpoint. since it's description of "keep attacking so long as you have attacks." just sounded nonsensical to me. that's sort of how attacks per turn work. but that does mean it's kind of useless right now since I'm guessing soft rule surprise round means we can't use it on a surprise attack that well since it's about sustained fire. also, what does it do to make it not useless?. You can always keep attacking so long as you have attacks, does it do something like laser where you can merge attacks? I just do not seem be on to be on the same wavelength as you and crystal, since my understanding of how abilities work seems to be wrong like 90% of the time.
Y'know, we've talked about this in the past. In this very thread, even. Yes, it does the same thing laser does where you can merge attacks into one "hit". Different in execution, but the numerical effect is basically the same.
 
Canon application of Ray/Full Auto is in the Fragarach/Answerer mission. It explicitly hit multiple demons for its full damage.

So mowing them down with Ray-Danmaku-Multishot all at once is entirely possible. Or it should be.

[X] Reach out and Wave Force someone
-[X] Star Lancer
[X] "I thought you were waiting for me." - banter a little
[X] Save EXP

Also, I think Twisted Metal is a Red-resurrected puppet formerly Light-aligned. Do We Try And Check For That???

If we do, I suggest Wave Force and specify "try to see if there's a sigil on her".

6349 Health on her, at 80% its 5079 damage. So long as she has full health and isn't Spell Boost wave force'd, she'll survive the first strike.

Edit: keep in mind that Machine Code's device makes a boom. With two potential friendlies we might want to keep it for later.
 
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So here's a tentative battle plan for after the next update. Things will change in the meantime, but this seems like a decent basic framework.

[] Battle Plan Shoot 'em up
-[] Halt the area
--[] You know how this song and dance goes, cut them off reinforcements or escape
-[] Switch to Multi Shot Danmaku Vampire Ray
-[] blast StarLancer dead but not overkill
--[] Let's not allow her distrupt our spells
-[] Wave Force the Silver Regent, and/or follow up with normal attacks
--[] She looks like a caster. She dies ASAP.
-[] Kill the demon Tarser
--[] You know his tricks. And his vitality will sustain you
-[] Cast Wave Force without Spell Boost at the Twisted Metal, then try to knock her out. Switch to melee combat if you feel necessary.
--[] She seems to be thinking herself part of Hope's defensive forces, and this is Millidia. Something is not right. Best kick the problem upstairs.
-[] Convince the girl (?) to not interfere, say you are part of Counter Force.
--[] She was apparently under duress. You think.
-[] Once everyone is dead or pacified, ask the girl (?) if there's anything she needs here, because you're leaving shortly.
--[] Please stop the update at her answer. Or, assuming the answer is "nothing":
---[] Collapse the tunnels out of the room. Open the Gate back to base, contact for guards for captives and trophies. Throw in the corpses, send in the captives, activate Machine Code's device and leave yourself.
 
[X] Set Machine Code's device off. You think this is deep enough and it means one less thing to think about during a fight.
Let's get this out of the way lest it gets damaged in the fight.
Also the image of Summit calmly setting this up while they bicker is just too much to pass up.
After it has gone off, she can even state "You were looking for me?" :p

[] [EXP] Plan Darkness gone
-[] Panoply lvl 30: Darkslayer 420xp

[] [EXP] Plan Metalbreaker
-[] Panoply lvl 30: Metalslayer 420xp

[X] Save EXP
Either Slayerability will help :)
MGs are usually greater threats than demons though, at least on average.
 
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@kelllogo
A few questions.
  1. How big is the underground room we're in? If we Wave Force someone, will the Grand Dispel affect the entire room?
  2. How long does it take to activate the device?
  3. Does Grand Dispel prevent the device from activating?
 
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