<-- now tempted to make a doomsday scenario where you have to play as a bunch of CF soldiers trying to get out alive while a high-level Dark Magical Girl hunts you all down.
<-- now tempted to make a doomsday scenario where you have to play as a bunch of CF soldiers trying to get out alive while a high-level Dark Magical Girl hunts you all down.
We'd have to survive a bit before we really warrant a Dark MG. Maybe start with a few demons, ramp up to some actually tough demons, then an MG. (this is totally a fair escalation curve I promise.)
"Is it dead?"
"I... think so... I mean, there's nothing left. The forest is gone."
"The forest? The fucking everything is gone!"
-The only Brahmastra test.
Stats
Base Health: N/A
Base Damage: 40,000,000
Base Resilience: N/A
Magic Modifier: N/A
Affinity: Hope | Horror
Ability: Obliterate | Unstoppable
I remember them being estimated at 40 MT and 100 MT respectively, but I think it actually makes more sense to view them narratively, rather than with the usual biggatons outlook that SV has. So, 'Glass an entire region' and 'We accidentally a planet' are probably more accurate gauges on how powerful they are.
And last but not least, was the unfortunately named Richard Nixon. Apparently his father had a sick sense of humor. Made even worse because he was black haired and green eyed. This sadly caused him to look a lot like the deceased American president
Just found this and am working my way slowly through the posts. Am currently slogging through all the dissatisfaction from that three mission rolled into one clusterfuck the GM decided on for some reason. I see that the quest survived, but am leery of putting more time into reading this if things continue in this vein.
So, does the story planning get better? Do things get more coherent? Does the trauma train ever let off?
i think that was a joke, i dont think it as anywhere near as bad as people make it out to be. It's more a meme (i think thats the term) that everything gets worse/is horrible, but i don't see it like that.
Just found this and am working my way slowly through the posts. Am currently slogging through all the dissatisfaction from that three mission rolled into one clusterfuck the GM decided on for some reason. I see that the quest survived, but am leery of putting more time into reading this if things continue in this vein.
So, does the story planning get better? Do things get more coherent? Does the trauma train ever let off?
To the first two, yes, and I like to think that the Beta Council had something to do with it.
To the last: Oh dear me no. Magical Girls are trauma powered, you know.
"Keep your eyes open on your way back, alright? After we get the others, I want us all to return to base intact. Lets get through this mission without loosing anyone, okay?" And with your parting words, Brilliant Key leads the return party back into the maze from the way you had all come. From there, you turn back to the rest of whats left of the assault team. "Let's keep moving. The next courtyard is the last one, and if we don't find the others there, we'll have to move on the central Cathedral. I'm taking point."
"Lets go."
-/LINE BREAK IDENTIFIED\-
"I've got a question." Insight's voice cuts through the strange quiet not even two minutes into your slow advance. "Am I the only one that think it's odd that we've yet to run into any new mooks? I mean... we've had to cut our way through small packs up until this point, so the sudden lack of guards is a bit disconcerting."
"They probably know we're here by now. With the way we plowed through the first courtyard, and the intervening space between them, we weren't very subtle. They're likely consolidating their forces in the next courtyard."
"And that might not be a good thing if we fight Grey Champion next." You pause before a set of closed doors, "Grey champion is unique when it comes to Magical Girls. Namely, she's a bit behind in the solo-power department, but when it comes to combat support? She's going to be a bloody nightmare. If possible, try to focus more on clearing out the Spawn and Skeletal Knights that she's probably going to try and buff... Thankfully it's only their offensive abilities. So they're just as squishy as usual."
And with that you kick open the door to the next courtyard.
It's large. Just like the last two 'yards. But there's differences. What looks to have once been a roof is long since collapsed, debris littering the field. Collumns have fallen without rhyme or reason. Overall the entire thing means there are only three open lines of sight for the entire thing: the raised entrance you came in through, the exit on the far side...
And the single raised platform where your challenger awaits.
Beautiful Grey. The original Number Four, and most well-known Magical Girl to have ever lived. Famous across the Akashic Pillar she had even boasted having fans throughout the Elvin Empire, as well as the Fairy Home Realms. And even now, she keeps to her love for her fans.
Spawn of Chaos and Skeletal assault knights cheer erratically as she sings to them, her voice barely reaching the edges of your platform without the echoing boom of speakers that her concerts had. But even without the electronic voice modulation to hide the casual imperfections that are carried in the human voice, hers is still beautiful in a way that is hard to describe.
It is as the song ends that she official acknowledges you, despite her eyes going strait to the Assault team when the door had opened, and not left them since. "Looky here. We seem to have some guests... how about we give them a proper welcome?"
Her audience turns to you and roars in eagerness.
-Operation Soul Collector-
Objective: The neutralization of all Hostile MG Forces within the Dark Hall Necropolis
Optional Objective: The Retrieval of all Mind Controlled Magical Girls within the Dark Hall Necropolis
Failure: Death of the insertion team / Escape of the Unified Darkness task force
[] Battle plan?
Enemies: Grey Champion: Full Health, no buffs 10 Skeletal Assault Knights: Full Health, no buffs 10 Spawn of Chaos: Full Health, no buffs
Status of Team Gear: Nepgear: Calmed, Ready (Current Health: 12,600) James: Ready Samael: Returned to Barricade, Unavailable, Tired (Chance of a Spell not going through when cast) Michael: Returned to Barricade, Unavailable, Tired (Chance of not having an available attack) Gabriel: Returned to Barricade, Unavailable, Exhausted (Unavailable: Double-Hit, Juggernaut, Flight / ATP reduced to 1) Lucky: Returned to Barricade, Unavailable, Frightened (Unavailable: Omni-Caster) Aquila: Ready, Slightly Rattled
Sega: Slightly stressed. 1% reduction on Base Resilience and Base Damage.
Status of Assault Team: Red Rose: Ready, Trust Restored Brilliant Key: Returned to Barricade, Unavailable, Rattled (Chance of hesitating on an attack) Insight: Ready, Slightly Rattled
Status of Barricade Forces:
Main Barricade: Minor Breach
Goddess Gold: Pissed, Slightly distracted, (1d10 chance of being taken by surprise if fighting breaks out. Likelihood of bulldozing her way into the Necropolis without warning.)
Barricade Defenders: 'Minor' Wounds Healed to Full
Super ☆ Star!
-Whenever Grey Champion casts Blast ☆ Star! she auto-casts Lets Start A Riot! on all nearby allies.
Master The Music
-Grey Champion is immune to any Sound based Affinities she comes into conflict with. Any allied Sound based Affinities are doubled in power.
Dance To The Music
-Grey Champion's Health starts at 1,000. She gains health equal to whatever damage she causes. Her health is reset the instant no more enemies are within range.
Power To The Fans
-All allies are immune to negative status Effects so long as Grey Champion is on the field.
(Goddess Red) (Unified Darkness) Spawn of Chaos
Soldiers of the End
Stats
Health: 1,500
Base Damage: 666
Base Resilience: 666
Magic Modifier: N/A
Affinity: Horror
Weapon
Life Reaping Blade
Attack Per Turn: 2
Affinity: Horror
Ability: Vampire
Abilities
The Black Legion
-Spawns of Chaos automatically synchronize their attacks with their fellows.
Coming of the End
-Triple the effectiveness of the Spawn of Chaos' Vampire weapon.
Endless Without Number
-When acting under an Army Action, an army of Spawns of Chaos do not take casualties from damage unless the army's collective health is reduced to Zero.
(Dark Star Necromancer) (Necromancy) Skeletal Assault Knight
Skeletal Warrior
Stats
Health: 1,000
Base Damage: 400
Base Resilience: 650
Magic Modifier: N/A
Affinity: Undead | (Necromancy)
Weapon
Worn Sword
Attack Per Turn: 1
Affinity: Undead
Ability: Double Hit
Abilities
Murder Row
-If a Skeletal Knight is not destroyed by a positively aligned Affinity, it resurrects itself in fifteen minutes.
Death Seekers
-Skeletal Knights do x2 damage against living opponents.
"Keep your eyes open on you're way back, alright? After we get the others, I want us all to return to base intact. Lets get through this mission without loosing someone, okay?" And with your parting words, Brilliant Key leads the return party back into the maze from the way you had all come. From there, you turn back to the rest of whats left of the assault team. "Let's keep moving. The next courtyard is the last one, and if we don't find the others there, we'll have to move on the central Cathedral. I'm taking point."
"Lets go."
-/LINE BREAK IDENTIFIED\-
"I've got a question." Insight's voice cuts through the strange quiet not even two minutes into your slow advance. "Am I the only one that think it's odd that we've yet to run into any new mooks? I mean... we've had to cut our way through small packs up until this point, so the sudden lack of guards is a bit disconcerting."
"They probably know we're here by now. With the way we plowed through the first courtyard, and the intervening space between them, we weren't very subtle. They're likely consolidating their forces in the next courtyard."
"And that might not be a good thing if we fight Grey Champion next." You pause before a set of closed doors, "Grey champion is unique when it comes to Magical Girls. Namely, she's a bit behind in the solo-power department, but when it comes to combat support? She's going to be a bloody nightmare. If possible, try to focus more on clearing out the Spawn and Skeletal Knights that she's probably going to try and buff... Thankfully it's only their offensive abilities. So they're just as squishy as usual."
And with that you kick open the door to the next courtyard.
It's large. Just like the last two 'yards. But there's differences. What looks to have once been a roof is long since collapsed, debris littering the field. Collumns have fallen without rhyme or reason. Overall the entire thing means there are only three open lines of sight for the entire thing: the raised entrance you came in through, the exit on the far side...
And the single raised platform where your challenger awaits.
Beautiful Grey. The original Number Four, and most well-known Magical Girl to have ever lived. Famous across the Akashic Pillar she had even boasted having fans throughout the Elvin Empire, as well as the Fairy Home Realms. And even now, she keeps to her love for her fans.
Spawn of Chaos and Skeletal assault knights cheer erratically as she sings to them, her voice barely reaching the edges of your platform without the echoing boom of speakers that her concerts had. But even without the electronic voice modulation to hide the casual imperfections that are carried in the human voice, hers is still beautiful in a way that is hard to describe.
It is as the song ends that she official acknowledges you, despite her eyes going strait to the Assault team when the door had opened, and not left them since. "Looky here. We seem to have some guests... how about we give them a proper welcome?"
Her audience turns to you and roars in eagerness.
-Operation Soul Collector-
Objective: The neutralization of all Hostile MG Forces within the Dark Hall Necropolis
Optional Objective: The Retrieval of all Mind Controlled Magical Girls within the Dark Hall Necropolis
Failure: Death of the insertion team / Escape of the Unified Darkness task force
[] Battle plan?
Enemies: Grey Champion: Full Health, no buffs 10 Skeletal Assault Knights: Full Health, no buffs 10 Spawn of Chaos: Full Health, no buffs
Status of Team Gear: Nepgear: Calmed, Ready (Current Health: 12,600) James: Ready Samael: Returned to Barricade, Unavailable, Tired (Chance of a Spell not going through when cast) Michael: Returned to Barricade, Unavailable, Tired (Chance of not having an available attack) Gabriel: Returned to Barricade, Unavailable, Exhausted (Unavailable: Double-Hit, Juggernaut, Flight / ATP reduced to 1) Lucky: Returned to Barricade, Unavailable, Frightened (Unavailable: Omni-Caster) Aquila: Ready, Slightly Rattled
Sega: Slightly stressed. 1% reduction on Base Resilience and Base Damage.
Status of Assault Team: Red Rose: Ready, Trust Restored Brilliant Key: Returned to Barricade, Unavailable, Rattled (Chance of hesitating on an attack) Insight: Ready, Slightly Rattled
Status of Barricade Forces:
Main Barricade: Minor Breach
Goddess Gold: Pissed, Slightly distracted, (1d10 chance of being taken by surprise if fighting breaks out. Likelihood of bulldozing her way into the Necropolis without warning.)
Barricade Defenders: 'Minor' Wounds Healed to Full