Under the Open Sky (CWMGQ Spinoff)

3) I am unsure if I will be able to participate there, because most of the time I'm on the internet I'm doing this from mobile (with associated slow typing speed and being unsure if my platform is actually supported), and because I live in Russia (and expect to have skewed timezones compared to the majority of other participants). Therefore, I cannot be sure if I'll be able to participate or to respond in a timely manner if at all, so I don't want to bother.
Don't worry about the second bit that much, I am literally at the opposite site of the majority of the participants and they still see me.
 
Three reasons:
1) I am in general a proponent of keeping the discussion about a subject (quest or story specifically) contained to the thread where it's posted. So that everything is in one place and, more importantly, can be found if someone goes on an archive search. Therefore, going to Discord spreads it to two websites at the lowest.
2) I am somewhat unwilling to expand on my internet presence by, among other things, registering at new websites, if I can avoid it. While going to both SB and SV was a natural move, I do not view adding Discord in the same way, and am therefore hesitant about registering in there.
3) I am unsure if I will be able to participate there, because most of the time I'm on the internet I'm doing this from mobile (with associated slow typing speed and being unsure if my platform is actually supported), and because I live in Russia (and expect to have skewed timezones compared to the majority of other participants). Therefore, I cannot be sure if I'll be able to participate or to respond in a timely manner if at all, so I don't want to bother.
While I have nothing relevant to say to the first two points, I can address the third one. Discord has a mobile app, which should work on any phone you can use SV on. And the time concern is... not really a concern in the server, considering we have folks in Britain and Germany there as well, and I personally operate on a nocturnal schedule that lines up more with your hours than the ones of the people in my geographical area.

Does Horrorslayer allow us to bypass False Existence in this case, as was hinted on page 56 when we had a similar discussion about Herokiller Mica?
It should, as FE derives from the Horror affinity.
 
1) I am in general a proponent of keeping the discussion about a subject (quest or story specifically) contained to the thread where it's posted. So that everything is in one place and, more importantly, can be found if someone goes on an archive search. Therefore, going to Discord spreads it to two websites at the lowest
It gets fragmented on Discord too. There a fair chunk of stuff that should be posted to the thread, or at least transferred here after testing the waters of the chat room.
 
I don't really have a problem with the existing plan, but her sheet practically screams "do not melee this", so I'm making an alternative.

[x] Plan Melee is Bad
-[x] Panoply configuration Horrorslayer-Intercept-Homing-Danmaku
-[x] Use Elsewhere to separate her from your allies.
-[x] Position yourself between her and your allies, if you can, but stay at range. If you find yourself in melee, disengage or use Ramming Speed, assuming you can't hit her.
-[x] Shoot her. Take any opportunity to intercept, including Unstoppable Blow.

[x] Save it~
 
I don't really have a problem with the existing plan, but her sheet practically screams "do not melee this", so I'm making an alternative.

[x] Plan Melee is Bad
-[x] Panoply configuration Horrorslayer-Intercept-Homing-Danmaku
-[x] Use Elsewhere to separate her from your allies.
-[x] Position yourself between her and your allies, if you can, but stay at range. If you find yourself in melee, disengage or use Ramming Speed, assuming you can't hit her.
-[x] Shoot her. Take any opportunity to intercept, including Unstoppable Blow.

[x] Save it~
Please shift from Danmaku to Spell Boost for one-shotting Ramming Speed opportunities, HorrorSlayer already guarantees basic attack one-shot after all.

Otherwise I have no arguments with your plan.

And just to point out - melee attack is a huge temptation for it to skill-negate, and that makes Unstoppable Blow all the more likely to proc.
 
Please shift from Danmaku to Spell Boost for one-shotting Ramming Speed opportunities, HorrorSlayer already guarantees basic attack one-shot after all.

Otherwise I have no arguments with your plan.

And just to point out - melee attack is a huge temptation for it to skill-negate, and that makes Unstoppable Blow all the more likely to proc.
Danmaku is just there because I feel like it would be harder to evade/easier to intercept with, the damage is irrelevant. (I'd go with multi-shot if I wanted damage.)

@kelllogo how much effect does Danmaku actually have on that here? Or homing, for that matter?
 
Danmaku is just there because I feel like it would be harder to evade/easier to intercept with, the damage is irrelevant. (I'd go with multi-shot if I wanted damage.)

@kelllogo how much effect does Danmaku actually have on that here? Or homing, for that matter?
Danmaku can't help with Intercept because Danmaku is ranged only and our Intercept is melee only.

What Danmaku could help with is making it way harder to completely dodge our attacks, especially when combined with Homing. It can change what would normally be a complete dodge into only dodging most of the attack (mechanically, a successful attack with a big situational modifier to the defensive string).
 
Does Horrorslayer allow us to bypass False Existence in this case, as was hinted on page 56 when we had a similar discussion about Herokiller Mica?
Can Nightmare of Thomas use Dodge This after she has spent her action with Bottomless Shotgun?
Are we starting the battle with NoT as a "start-a-new-turn" or as a part of the same turn she just shot three Elf Gunners?
In order
I changed Nightmare!Trinity to be less 'special', so Horrorslayer works on her now.
Yes.
Same turn, right after the nightmare used her initiative to shoot people.

Bonus answers:
Link Ruby's thought process (translated from Fairy speech) said:
OhfuckOhfuckOhfuckOhfuckOhfuckOhfuckOhfuckOhfuck
Bonus EXP for keeping everyone alive. Extra bonus EXP if an ally lands the finishing blow (which is handy for them if you stick around for the bonus boss later).
 
Bonus EXP for keeping everyone alive. Extra bonus EXP if an ally lands the finishing blow (which is handy for them if you stick around for the bonus boss later).

Well... I will point out that we can make plans involving our allies. That Elf Gunner Commander has the only weapon I can see that bypasses False Existence, and that is a sword. That Elsewhere should be able to bring them into melee range quickly enough.

But the only ways I can see us getting an ally finishing blow are if we force the Nightmare to expend all their actions beforehand, or literally hold them still. Which by grapple rules hits us both if someone out of grapple makes an attack.
 
Hmm, Adamantine could be useful here, both for letting us body-block Dodge This and if we're stuck in a grapple and need to get hit with Blackrazor.

Also, grapple rules from the Hellfire Run rules post:
Grappling
When two character enter a grapple, they automatically attack each other at the start of each round. All other action are locked until the grapple is broken.
Grappling characters cannot 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 a player decides to continue the grapple, roll a 1d9. If 8 or 9 are rolled, the enemy breaks the grapple and causes extra damage to the player. If the player willingly breaks the grapple, they cause extra damage instead when the grapple breaks.
All attacks aimed at either character in the grapple will hit both.
Because we should all see this.
I'd assume Shifting is an auto-escape from grapples?
Let's not get grappled though.
 
Because we should all see this.
I'd assume Shifting is an auto-escape from grapples?
Let's not get grappled though.
The nature of Summit's Panoply make that (mostly) a non-issue for her. She can attack from a submission hold, retract or extrude parts to nullify grips (this is a little slow, relatively), and shove her weapon in between her and her opponent.

Or just Shift out. That's pretty hard to stop unless your enemy could drop Summit in one hit.
 
Like I said, if we establish a grapple then Elf Gunner Commander can kill it in 1-2 hits with Crush-Juggernaut (800*3/2=1200, vs 1500 HP, plus situational damage boosting modifiers). However it would hit Summit with 2400 Juggernaut Damage both times. If 90% reduction applies, it meets 580*0.4375 Damage Reduction, or 240-ish. After Ceaseless Warrior its 864-ish.
 
Main problem I see right now with letting the Gunner Commander from taking the finishing blow is he might get grappled instead, and I'm not sure of the math on killing the Nightmare without killing him.
 
So, since the voting has pretty much stalled for now, any new suggestions or putting your own vote towards existing plans?
 
[X] Plan Direct Attack
-[X] Shift your Panoply to HorrorSlayer, Intercept, Spell Boost and Omni-Caster.
-[X] Close distance with Shifting or Elsewhere, then either attack the Nightmare in melee, or intercept its attack if it tries to bypass you. Don't allow it to attack your allies.
-[X] If it lives, cast Ramming Speed at it. Make the Nightmare feel what it means to be caught between a rock and an indestructible magical girl. Repeat as necessary.

[X] [EXP] Save it
 
[X] Plan Direct Attack
-[X] Shift your Panoply to HorrorSlayer, Intercept, Spell Boost and Omni-Caster.
-[X] Close distance with Shifting or Elsewhere, then either attack the Nightmare in melee, or intercept its attack if it tries to bypass you. Don't allow it to attack your allies.
-[X] If it lives, cast Ramming Speed at it. Make the Nightmare feel what it means to be caught between a rock and an indestructible magical girl. Repeat as necessary.

[X] [EXP] Save it
 
Inserted tally
Adhoc vote count started by kelllogo on Mar 12, 2019 at 1:01 AM, finished with 32 posts and 4 votes.

  • [X] [EXP] Save it
    [X] Plan Direct Attack
    -[X] Shift your Panoply to HorrorSlayer, Intercept, Spell Boost and Omni-Caster.
    -[X] Close distance with Shifting or Elsewhere, then either attack the Nightmare in melee, or intercept its attack if it tries to bypass you. Don't allow it to attack your allies.
    -[X] If it lives, cast Ramming Speed at it. Make the Nightmare feel what it means to be caught between a rock and an indestructible magical girl. Repeat as necessary.
    [x] Plan Melee is Bad
    -[x] Panoply configuration Horrorslayer-Intercept-Homing-Danmaku
    -[x] Use Elsewhere to separate her from your allies.
    -[x] Position yourself between her and your allies, if you can, but stay at range. If you find yourself in melee, disengage or use Ramming Speed, assuming you can't hit her.
    -[x] Shoot her. Take any opportunity to intercept, including Unstoppable Blow.
 
Crossworlds 16.13
Your Panoply reconfigures itself. A swell of violet light gathers around you, and a soft blue glow replaces the orange that usually highlights your Panoply. The most important thing is to get in her way. Once you've done that you can wear down the nightmare or delay until backup arrives.

The elven gunners abandon their attack as their commander brings her sword to the ready, signaling the others to fall prone.

And the nightmare to make a move. She dives forward with alacrity, legs blurring as she almost moves faster than you can track. This commits her to a direction, you shift to-

She turns sharply, rock shattering to dust under her foot. In the time between choosing a destination and arriving your target neatly rushes out of your way. For a moment you find yourself at a loss, then reassess, she's facing away from you and still balancing from her turn.

A beam of blue light reaches out, and misses. The black-clad nightmare had snapped forward just enough to let you attack pass through where you had expected her center of mass to be.

This is vexing. How is she avoiding your actions?

The chant for Ramming Speed flutters in your mouth as you force it through, pushing the magic gathered in your Panoply to make your sudden charge even more sudden. A green shell covers you as you hurl through the air, a missile trailing blue, orange, violet, and green light.

Nightmare girl stopped in less space than the thickness of a dime to lean out of the attack path. Fragments of stone hang in mid-air as they rush away from the unreal pressure of her heel.

Your abbreviated spell halts you after a few scant meters. The pair of you look at each other, she with a slight frown and you with face covered by your weapon, for a time that stretches towards a second.

The thud of the Elven Commander's foot as she lunges forward ends the standoff. Her black sword makes a noise as it passes through the air, like it's making the wind cry with its passage. Its wielder grunts with the exertion.

A plan of attack forms. If you push your Panoply out as far as you can it should give you better angles - and cover more space when you use Ramming Speed. You can aim to keep the nightmare from advancing towards your allies and force her back with your spell.

In this case the speed of your weapon feels limiting, usually you can have it ready right before you use it. Right now even its recently-improved responsiveness feels disappointingly sluggish.

The nightmare uses her free hand to make an obscene gesture for a split-second, then starts rushing backwards. Away from the Elves, towards the water generating device, and the human mages.

Matching her acceleration isn't something you can manage, except by using the remaining burst of power to charge again, what you can do is try to line up a clear shot. Which is trickier than it should be. Your target keeps shifting side to side and changing her speed.

You have a flash of irritation as she backflips through three potential shots, avoiding each. Everything except her has slowed to a crawl, your mind racing ahead of what your Panoply can manage. It feels like your usually reliable weapon is flowing slowly to your will, floating around where it needs to be.

Just as you start turning to prepare to cut her off she veers away from her prior trajectory. Then flattens out to dodge through several potential shots you could have taken.
**I see.
**Fuck you very much. Telepathy will not save you from me.
A white-hot rage settles over you. Somehow a fury rose out of your soul between one heartbeat and the next. There's not much power within it, but there is some, a trickle of power you desperately pull on to make yourself just a little faster. Pain follows nearly instantly, from your new limits being pressed against.​

Effort doesn't bring improvements. It's all you can do to try keeping her future movements in mind - so you can destroy her - and not just fire everything as fast as you can. There isn't time to reconfigure your Panoply. And the nightmare is no closer to dead. She's become even more flamboyant in her dodges.

You Hate her. The way she's always slipping out of your grasp right as you start planning. The way her speed has Made You Alone in this combat.
**A despoiler of life. Unreasoning pain without direction. Enemy. Everything I must stop.​
Light blooms over everything as Bruce's pistol flashs. The monster has already rushed one hand in a blur to prepare to swat the bullet away.​

(Match-Grade Pistol: 100 Base Damage, No Dice, +130 Path to Injury, +50 Inspired = 280 Total Damage

Nightmare of Thomas: 50 Resilience, +87 Dice, +560 False Existence, -418 Golden BB Effect = 279 Damage Reduction

1 End Damage

Nightmare of Thomas: 1500 - 1 = 1499 Health)


Somehow you know this is your best chance. You surge forward with Ramming Speed, even before you take in that a chunk of the monster's knuckle was nicked by the bullet. Everything tries to twist as your charge spell shoves you forward, trying to eek out as much rotational speed as possible.

The monster has already lunged out of the way, but there was only one direction she could have used. And you're already swinging a long tendril to batter her.

Even as she tries to rush directly away she's too slow. There's enough length to force your Panoply back on itself if she tries jumping over. One of the monster's legs darts out to break the tendril.

The force is enough to shatter the protrusion. And to make a connection.

(Mind-Reader's Fu: 1500 Base Damage, +116 Dice, -150 Awkward Attack, +300 Quicker Combatant = 1766 Total Damage
Intercept! (Unstoppable Blow!)
Panoply: 1400 Base Damage, +592 Dice, +200 Light of Discovery -700 Slight Contact, +700 RAGE!, +7000 Horrorslayer = 9192 Total Damage

Panoply wins, 7426 Difference

Panoply: 7226 Intercept Damage, +286 Dice = 7512 Total Damage
Nightmare of Thomas: 50 Resilience, +139 Dice, -50 Inimical Energies, False Existence Negated by Horrorslayer! = 139 Damage Reduction

7573 End Damage

Nightmare of Thomas: 1499 - 7373 = -6074 Health

Summit: 250 Strain Damage

Summit: 14500 - 250 = 14250 Health)


A flash of soft blue light erupts from the point of contact. The monster shudders as its limbs seize up, the effect creeping up from the foot. In short order the only motion the monster makes is to softly fall under the influence of gravity.

The Panoply is a mess. You can't pull yourself forward because you've driven it as far away as you could stand, and then some. Unwieldy spikes retract to bring the encompassed volume within your limits.

By the time you can move freely the monster has already begun to fall apart in motes of dust and blue light.

Two heartbeats after the deathblow you slam a chunk on your Panoply into the dissipating magic like a sledgehammer. Then draw it back and swing again.

You're screaming. Everything can see you, need to find cover and get your bearings. No one's realized that the nightmare has fallen yet. The world shouldn't be crawling, something must be attacking you that you can't see.
**The mind races. I have to stop, it hurts too much to be awake like this…​

[DISCONTINUITY]
You wheeze. Your throat hurts as you do so. It feels like half your back is bruise. And your head throbs with what feels like four simultaneous headaches.

It should get better if you relax. First the clenched-shut eyes, then the muscles in your back and legs. You've always healed quickly, this doesn't seem too bad other than how it hit all at once…

No that's not right you… start running through the fight again.

"Actually, I think it's dead now." Billy says into a radio, "Thoroughly dead."

You hover off of the pile of broken rocks you were lying on. The elven leader is standing very still and watching you, her soldiers have split themselves into two equal groups and one is looking towards the perimeter. Bruce holsters his pistol with a flourish and gives a thumbs-up at you with a neutral face.

The fairy, Link? has thrown herself behind the machine, only her trembling wingtips visible.

Your speed-thinking, however you did that, must have some after effects. Which could explain why you don't remember your mind racing ahead of yourself. Or you might have recently achieved it. You hope it's a mix of both, you'd rather not be entirely lucky or ignorant here.

Blazkowicz waves at you gingerly, "Um, are you feeling alright? You seemed to be more than a little berzerk there."

"I overexerted myself, I'm trying to ignore a nasty headache." you explain briskly.

"Bruce, does Link know a healing spell?" Blazkowicz looks at the other mage expectantly.

"No."

"I should be fine a a few minutes. What needs to be done?"

The elf pulls a scabbard over her sword and straps it to her hip, "Keep watching, I'll arrange to have the entrance demolished more thoroughly."

Billy pulls something out of a pocket, "Ah, I just remembered I have these, they'll-"

"Those are for missing limbs, not headaches. Put them back." Bruce rebukes.

You lift off the ground a bit and rub your eyes. Your headache is already feeling better. Blazkowicz fumbles with his hands a bit while the elves start gathering blocks of something into a sack.

Link hovers in the air and conjures a wave of water to lift the apparatus away. She pauses and starts speaking fairy language rapidly.

"Incoming! Much more magic than the last groups." Bruce shouts after a moment.
----

[X] Yell for everyone to withdraw.
There's a battle surrounding you, even if it's been fairly quiet for the last several minutes. Get someone's attention and some backup before engaging this one.
(Someone else drives off the bonus boss)
[X] Prepare for a fight.
It takes more than six seconds of frenetic combat to take the fight out of you! Maybe the others should still run though...
(Fight the bonus boss directly)
----

+250 EXP Put Nightmare of Thomas to rest
+30 EXP You have a strange feeling for a moment, then it passes
+15 EXP Successfully kept all allies alive

3038 + 295 = 3333 EXP

[X] [EXP] EXP Plan?
 
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Nightmare of Thomas


DECEASED
"To see inside a human mind is to behold misery. I wanted to make him happy, but everything was jumbled up to the point where nothing could. It's only in the last moments before dying that some minds become peaceful. Allow me to demonstrate..."
Stats
Health: 1,500
Base Damage: 1,500
Base Resilience: 50
Magic Modifier: 150

Affinity: Horror | Skill
Weapon
Bottomless Shotgun
Level 5
Attacks Per Turn: 1
Affinities: Skill
Ability: Full-Auto | Collateral Damage

Mind-Reader's Fu
Level 5
Attacks Per Turn: N/A
Affinities: Skill
Ability: Grapple
Spells
Dodge This
-Line up a shot the target can't effectively respond against.
Level 10
Base Damage: 1,000
Magic Modifier: N/A
Affinity: Skill
Ability: Undodgeable | Juggernaut
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 6)
-Nightmare of Thomas is able to track objects moving up to 540mph

Speed of Thought
-Mind-Reader's Fu has Attacks Per Turn equal to the highest "Attacks Per Turn" on the field plus one.

Telepathy
-Nightmare of Thomas senses and understands the thoughts of nearby creatures.

Inhuman Skill
-Spend two Actions to nullify an opponent's action.
A Step Ahead
-Spend one Action to nullify an opponent's action if that opponent is within melee range. (Ineffective on mindless foes)​
 
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