Crystalwatcher's Magical Girl Quest!

A flash from a sword. An image imposes itself: a woman with angelic wings, facing down a man with a massive sword.

Another flash. A wave of golden light facing down a wave of black. Blood flies.

By the way, this quote is from the first Reflection Through the Caleidoscope.
What are the odds that the first one is Gabriel?
And on that thought, would that other person be the one who struck her down?
 
I'm a bit bored while waiting for SummitQuest to get some ideas, so I'll talk through some speculation here.

Premise: Grey Champion knows about Red Rose's Abilities.

Red knows her sister's tricks, no reason why the reverse shouldn't be true. This means that Grey knows that Red Rose can't be harmed by lesser minions, can do a major spell to shut down her Affinity, and can nullify all of her Abilities. And that the Blood Spear can be withstood for a short time by herself (~2000 - 1200+1d1200 = 0-799, no damage about 1/3 of the time).

Premise: Grey Champion is pretty good at being a Magical Girl extraordinaire.

She's okay as far as durability goes, but she was the most well know Magical Girl for years with "okay" durability. A number of things Solid Core has run into would instantly thump her if she was caught off guard. Therefore she can't be a slouch in picking battles and terrain.

May I mention that our merry band fought over a hundred Skeletal Assault Knights to get to the Radiances? Food for paranoia, why are there only ten around Grey Champion then?

Assumption: Grey believes she can defeat Red Rose. Otherwise she would be diplomatic like Silver Hero instead of cheering on the skellies.

She was mentioned to be an idealist, but I doubt Grey would have survived as well as she did if she was inclined to accept battle in hopeless situations. The assets she has showing don't stand a chance against Red Rose. So...

Speculation
:
  • The courtyard has been trashed to support her tactics. All the mess is to cover what else she might have prepared.
  • The missing undead are going to burst out of the ground with Grey's buff once the ground-pounders try to charge in.
  • Dark Star Necromancers are waiting in the wings, they were described as quite potent when Solid Core saw them in Goddess Red's company. If they can blast the field with debilitating effects Grey can avoid it by being on the raised platform and her Ability keeps the crowd from being afflicted.
  • There's a gap in Red Rose's defense that can be exploited. Back in the Radiance fight Brilliant Key needed to keep a hand free for some reason. Red might have something similar, perhaps if she's dragged off her feet by a skeleton clawing out of the ground while paralyzed...
Depending on how she sees the undead she might be willing to blast a few of them to boost her health up if no other target is available.

I've also got a gut feeling that she isn't going to spend a spell buffing herself, at least at first. She can hit for ~100k per Blast ☆ Star! without it.

Ideas.
  • Try to talk her down somehow. My ideas on the matter involve lying like a rug and hoping she's not canny enough to decline our "purification service". Yeah, not happening without breaking part of her set-piece first. It's worth a shot if we think the supporting dancers have been cleared.
  • Don't send in Red Rose until things have been thoroughly cleared, "Glass the place with Starshine" clear. There's a lot of undead unaccounted for and I don't want someone to get cleaved in half because we were overconfident.
  • Persons not named Solid Core or Red Rose should keep their heads down and keep away from said persons. Grey has a shitload of firepower and there's only a couple of people that can withstand it. It's enough to take Solid Drive out of the fight and splatter anyone else.
(Meta regarding the autograph - A vignette of our fluff-headed hero doing something funny would be nice, but I don't want to get smacked for it. I'm fine with it being useless.)

[X] Plan Redecorating
-[X] Fly up a bit and shout that you wanted to meet her since you were little and can I have your autograph?
--[X] If yes, fly over and get something signed. Stay in the air. Agree to demands if they don't twinge your Magical Girl Instincts.
-[X] Once combat proper starts shout that you'll stick with Red Rose. Take to the air and blast the parts of the courtyard that isn't immediate cover for Team GEAR with Starshine. Avoid hitting the platform Grey is standing on.
-[X] When the courtyard is blasted send Solid Core up to clear the roof and Red Rose to tackle Grey. Follow Red Rose and use Core Purge if something leaps on her or yourself. Parley with Grey if she offers.
-[X] Everyone else: Listen to Insight or act on your own discretion. And keep your head down!
 
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Trying to remember that spoiler boxes decrease post size.

May I mention that our merry band fought over a hundred Skeletal Assault Knights to get to the Radiances?
Actually, while there were "several hundred" in the first courtyard, there were only four patrols between Silver Hero and the Radiances, and a patrol seems to be about half a dozen. I still expect hidden mooks, though; more important than the numbers is the fact that she's had time to call back the patrols. There's also the fact that, per the Necropolis Assault Plan, the first and third courtyards are both good staging grounds for attacking the barricade. Unless it was emptied for the push that started just after we entered, it could reasonably be expected to have similar numbers.
Assumption: Grey believes she can defeat Red Rose. Otherwise she would be diplomatic like Silver Hero instead of cheering on the skellies.
I was going to say that you're assuming she knew it was Red Rose, but she did have several seconds of singing and watching us to make her decision. That said, anything she set up before we got here should be aimed for a generic high-powered assault team, rather than Red Rose specifically (or maybe she thought Red Rose was likely to be on any high-powered assault team—it would make sense, given her PvP specialty). But superpowered minions means she could do a lot in that time.

There's a couple more things here, too: the Radiances attacked, despite no doubt knowing that Red Rose could kill them. Maybe they just wanted to kill the rest of the team, like Silver Hero said. Grey could be the same way: she doesn't expect to kill Red Rose, but is hoping to kill her support, and do some damage her so that she's less likely to make it all the way through. Could fit her idealism: she knows she'll lose, but she can make her allies' job easier. It's also possible that she thinks talking would be useless—she knows Red's personality as well as her Abilities. And note that Silver only started talking after Solid Core no-sold her ambush, and Team GEAR were the ones who opened the discussion anyway.
The courtyard has been trashed to support her tactics. All the mess is to cover what else she might have prepared.
What looks to have once been a roof is long since collapsed
The mess was already there. Though she may have rearranged it to make it more useful.
There's a gap in Red Rose's defense that can be exploited.
I have a list. There could be other gaps for thematic reasons, but I don't think any would be applicable—the point of the ability is to be able to stand on the same battlefield as people like the Goddesses and not die. This should include being overwhelmed by minions or traps. And I'm pretty sure Brilliant needed a hand free in order to cast Shine.
The missing undead are going to burst out of the ground with Grey's buff once the ground-pounders try to charge in.
Certainly a possibility. While in her situation I would hide some of my ambushers in the debris, there are a few other places I would prioritize. First, the roof of the hallway we just came through. People don't look up, so hiding your attacker right above where they're going to be is a good idea. Second, behind the walls. Grey has no reason to want to keep the place intact (other than, y'know, lack of desire for wanton destruction), and with her buffs someone could easily bust/shoot through a wall. If possible, I might also place some in position to block retreat, i.e. in the hallway we just came through, maybe underground or hidden in a tomb or an side room.
Don't send in Red Rose until things have been thoroughly cleared, "Glass the place with Starshine" clear.
Reminder: we have WoG that Red Rose is pretty much guaranteed to survive. It's possible that that only pertains to if we didn't come, because she could just blitz through the place, killing the MGs in a turn or two and ignoring the mooks—but I don't think there's anything here that can kill her.

Some more things to take into account when trying to figure her plans:

When we got there, she kept singing. Why? Maybe she's just being dramatic and playing to her fans, or maybe there was purpose behind it. She could have cast Let's Start A Riot! without us noticing. She could have been distracting us—we did just stand there like idiotscharacters establishing a scene and listen to her instead of attacking immediately.

The layout of the necropolis means she didn't know if she was going to be the front line or the last one down. This is also supported by the fact that they split up: if they could have guarded the place just as well by staying together, that would have been a good plan (though potentially vulnerable to a bomb or some such), and they were friends so it probably wasn't interpersonal issues (though Solar and Lunar could have wanted some alone time). What this means in practical terms is that she only recently learned that we're strong enough to beat the others. This doesn't mean much, but it's not nothing.

--[X] If yes, fly over and get something signed.
Does anyone actually have a pen? Or anything to sign?
Take to the air and blast the parts of the courtyard that isn't immediate cover for Team GEAR with Starshine. Avoid hitting the platform Grey is standing on.
If we're going to (a) Starshine the place and (b) assume that that's really Grey on the platform, then I'd prefer to just have Sega heal her and then just glass everything. Much less opportunity for Grey to do something, and the only added danger is from defenses set up on the platform itself.
-[X] (1) When the courtyard is blasted send Solid Core up to clear the roof and (2) Red Rose to tackle Grey. (3) Follow Red Rose and use Core Purge if something leaps on her or yourself. (4) Otherwise plan for Avatar of Victory to disable Grey Champion. (5) Parley with Grey if she offers.
(1) Sensible. Who's watching the hallway we came in from?
(2) Fine. Red's good enough to succeed, though this does give Grey time to target the rest of us.
(3) Mostly irrelevant, and maybe a little insulting to Red Rose, but you can do it if it makes you feel better.
(4) That'll insta-kill her unless she's either done a lot of damage or been hit with a Shield Charge. Otherwise, fine, though again there's plenty of room for traps.
(5) She'll parley in good faith, sure. And any other enemy who ambushes us during parley could have done the same if we didn't take the time to talk… or we might have found them during our clean-up sweep, or they wouldn't attack without Grey as backup. Some risk, but mostly fine.

Overall, you're making a very specific assumption about what traps there are, and your plan fails to cover many other possibilities (for instance: she's put a very obvious ranged threat in the middle of the room, and there's obvious cover right below us. If I were her I'd put some nasty surprises there). It also makes minimal effort to protect people other than Red Rose and Solid Core—remember, if she kills anyone, that's our loss.

Good points include the reliance on Red Rose, the wariness of Core Purge, and the caution implicit in hitting her with Avatar of Victory before final takedown.

It'd work fine with some rejiggering, but right now it's not a winner.

I've also been thinking about this:
I don't want to say too much on it, but Core Purge is a lot more than just a sacrifice health, do damage, ability. While it's active, it's easier to describe it as a change in Nepgear's combat style.
Now, Solid Core's usual combat style is to be a piece of indestructible flying artillery with powerfully buffed allies. She also has a sword for when the enemy gets too close. With Core Purge active, she becomes less indestructible, but gets a death radius. Something like that… I'd guess that her combat style becomes more of an area thing? Instead of shooting beams she might throw out a (conical) wave of power in a direction, Starshine's rain of independently-targeted homing missiles might become a proper danmaku pattern with no control over the individual elements, and Celestial Severance could be… I don't know, a planar cut instead of a controlled swing? That would make some sense.

Another way to think about it is in terms of what our spells usually do. They seem to enhance our normal capabilities. Our sword become a giant blade of light; our laser cannon becomes one of those things that fires a swarm of mini-missiles. This fits Judgement Core, too. Solid Drive less so: unless one of her hidden Abilities involves healing, I don't see where Shield Charge came from, and thinking of Clothing Break as an extension of her weapon's Cleave ability is something of a stretch (actually, I just checked the Ability list and Cleave isn't on there, but I found WoB that it's the same as The Black Knight's Cleave, which is a weaker Sunder). On the other hand, she's had a lot more time to experiment with her abilities (Judgement Drive is the spellcaster, but still has spells consistent with this). So… I expect this trend to continue when Core Purge is active, which means that Celestial Severance will continue to be something swordy, and Starshine will still do something gun-related. We also have some idea where Starshine comes from:
If the theory holds, you'd be able to over-charge your Purifier Beam with magic, and subsequently use an entirely different ability.
And the next chapter describes her "charging" a Starshine, so it will probably do something a bit more discrete than the Purifier Beam's continuous output. With that in mind, I could see it doing the "wave of power" thing, or being a big missile, or just being a huge explosion. Though none of those really fits with Rain of Light and Quadra-Magic, unless it's a swarm of bigger missiles.

Thematically, she's a power core, and Core Purge is weakening the containment a bit—but it's also the way that she's supposed to power the Progenitor Frame, so it's not just letting loose uncontrolled energy. Now, it could be the case that trying to power something big would diminish the secondary outputs, but Core Connection doesn't seem to weaken during Core Purge, nor do our allies get the x10 on their Existence Bonus (a good thing, since they'd probably get the damage per turn too), so it doesn't strengthen them either. If the standard power taps aren't affected, the Purifier Beam probably shouldn't be, since it's just another output which happens to have a valve on it. The Spells, on the other hand, involve doing something fancier. When she's properly connected and powering the PFrame, what would her spells do? What purpose do they serve? Starshine is an overcharged pulse of power, so it could just send that pulse to something else in the PFrame. But it's specifically let out through the Beam, so it's probably not part of the primary systems. Maybe a secondary weapon or something. If that's right, then it would probably end up as a much less controlled burst of power, since we'd be relying on the proper systems to handle it. Celestial Severance is harder. Maybe it's letting out some power in the shape of the Purifier Beam/Panzer Blade and, when she's functioning as a power source, it would temporarily strengthen whatever connection the PB is supposed to be—an overdrive mode for whatever system is hooked up to that output? Not sure what that would do in practice.

One more thing, relevant to both @kelllogo's plan and mine: I had forgotten about Supremacy Zone's auto-intercept. Unless we can turn that off (no WoG/WoB either way that I could find), a flying Nepgear will cause an explosion any time a shot is fired at her allies. Not a good idea in these surroundings.

Also, I may have slightly underestimated how much collateral damage the Purifier Beam does:
This is about the best information we have:
What should have been a beam no wider than a fist instead comes out as a cataclysm the size of a small car.
Detonate is the small scale stuff, like a grenade or 'small' explosive going off. Nothing too fancy.

Collateral Damage is a step up from that: as in a stray swing can lop a building in half as demonstrated when Angel WEAPON blew the research center up and out of it's implosion.

Apocalypse is the 'stray shots start to wreck large portions of a given area'. If Apocalypse misses the intended target, or even hits them in some cases, the general area of impact has a functionally zero percent chance of surviving, and everything farther out starts to feel the shockwaves from the blow.
Detonate, Collateral Damage, and Apocalypse don't really give damage multipliers per se...

Instead they increase the area that your attack hits by several orders of magnitude. Same damage, just more is getting hit at once.

At Apocalypse, if you shoot the ground near the base you'll cause a small quake. Roughly a 3 on the Richter Scale. But if you aim it towards the base while shooting the ground you can accidentally collapse the underground cavern underneath the Fairies' portion. Everyone's aware of it, but since most of the Fae's shit is floating anyway no one's really concerned much about it. Though the sudden sinkhole would be inconvenient.
en.wikipedia.org/wiki/Richter_magnitude_scale said:
Magnitude Mercalli Intensity Average earthquake effects
3.0–3.9 III to IV Often felt by people, but very rarely causes damage. Shaking of indoor objects can be noticeable.
en.wikipedia.org/wiki/Mercalli_intensity_scale said:
III. Weak Felt quite noticeably by people indoors, especially on upper floors of buildings. Many people do not recognize it as an earthquake. Standing motor cars may rock slightly. Vibrations similar to the passing of a truck. Duration estimated.
IV. Light Felt indoors by many, outdoors by few during the day. At night, some awakened. Dishes, windows, doors disturbed; walls make cracking sound. Sensation like heavy truck striking building. Standing motor cars rocked noticeably.
plus some Beta statements about "accidentally a [portion of a] city" which I'm ignoring because cities are really big and completely out of scale with everything else we've seen.

So… a Purifier Beam blast might take down a sufficiently weak wall, even aimed at the ground. Which is probably not much of a concern, because we've cleared most of the place out and I think the church in the middle should be sturdy enough. And the courtyard's big enough that the blast shouldn't be a problem. But it's a closer thing than I thought.

Consider: There's this thing. It looks human, even under a microscope, but it isn't, not really. This becomes more apparent once it begins to awaken its power, though the only one looking who has senses fine enough to detect it is a god. It infiltrates the defenders of humanity and puts itself through a series of what would, for a human, be traumatic experiences—and while it is a good enough facsimile to be psychologically damaged by them, this only pushes it further from ordinary humanity while providing an excuse for any oddities in its behavior. Its purpose: to speed the healing and effective resurrection of an alien god of immense power which has lain dormant since shortly after the beginning of time—one which desires that all be still and silent and peaceful, and was originally incapacitated due to its first attempt to realize this.

Per WoG (and WoB), this is Anastasia. (I can't remember if it's true, but you might be able to add that the method of speeding [PEACE]'s healing is by parasitizing humanity) (also, I think [PEACE] supported returning to oblivion (though acting as a neutral party), but I can't find my cite).

Pretty sure that wouldn't reduce the damage that his allies deal to enemies.
I think it would, actually. Abilities harmful to allies aren't new (hi, Gehaburn!), and there's a reason that "all" is in italics.

Also, anyone think somebody should collect all the character sheets that were posted during the hiatus?
This should be everything since the last collection:

crystalwatcher: War Chaser
LostDeviljho: Equinox; Rose Encore
ReaperofInterest: Blooming Doom; Echidna (and version 2); Mirage Tactician and Mirage Magician; Mirage Mistress (second version of the previous two); Wonderlandian Queen, Warden, Architect, and Huntress (reworked and renamed to Fairy Guardian, Make-Believe Menagerie and Nightmare Revealed); Heavenly Empress, Tidal Empress and Grave Empress; Symphonic Conductor (version 2)
kelllogo: Apocalypse Arisen; Fiodur (version 2)
Sereg: Miraculous Ladybug and Stormy Weather; Timebreaker
Decim: Nier: Automata expies
justinkal: Determined Dunce; Grief Lantern
beth2: Generic Ensign, Cannon Fodder, and Perfect Landing
 
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Overall, you're making a very specific assumption about what traps there are, and your plan fails to cover many other possibilities (for instance: she's put a very obvious ranged threat in the middle of the room, and there's obvious cover right below us. If I were her I'd put some nasty surprises there). It also makes minimal effort to protect people other than Red Rose and Solid Core—remember, if she kills anyone, that's our loss.
It's pretty hard to protect anyone when Grey Champion could just sling a Blast ☆ Star! into the midst of our group and kill everyone who isn't Red Rose or Solid Core. Since there isn't anything we can do to stop that I'm trying to lean on the "look unimportant" defense for them.

And for the gribbly things waiting on the roof... if they were right on top of us the approach form the opposite side would have seen them, if they were waiting on the opposite side we would have seen them. Grey called back the patrols, so she either could have moved them to wait for us or have them further out so they wouldn't be seen from either approach. In any event I'm hoping Solid Core can get a shot off on them while she advances.

Come to think of it why didn't Grey just throw a Blast ☆ Star! into the group as we arrived? It's what Silver Hero did.
 
Since beth2 has brought them up, I'm actually considering redoing the four Wonderlandians, and making them multiple magical girls who just happen to share a theme, instead of a purpose-built team like the Goddesses. I just need a bit of help with their reworks.

For Warden, I'm thinking her theme should be the protector of fairy tales, the one who ensures happy endings aren't twisted into nightmares. Perhaps the name Fairy Guardian? Her spells and Abilities seem decent at the moment, and will probably need a minimum amount of reworking. Her Affinities can stay the same.

For Architect, I'm thinking about giving her multiple Autonomous Weapons, in the form of golems based on various fairy tale creatures. I'm thinking the name Make-Believe Menagerie. I'll need to handle her extra weapons carefully. I do like her Cheshire Cat's ability, so I'll try to put as much thought into other potential weapons for her as I did that. Of course, I'll also need to handle her having multiple weapons carefully...Her new Affinities can be Beast, and Fairy Tale.

For Warden, I'm also thinking about giving her multiple weapons. Perhaps her theme could be the twisted fairy tale, how with reinterpretation seemingly benign things are suddenly much more sinister? As for her name, I'm thinking something along the lines of Nightmare Revealed. Her new Affinities can be Horror and Fiction.

I'm thinking about getting rid of Queen entirely though. Without the Wonderland thing, she's just another Rule girl based on a fictional character, and we have enough of those already.
 
btw I lost the list of canon-but-not-defined abilities I was using back before the hiatus, so if anyone can find that (or feels like compiling another) it'd be appreciated.
 
It's pretty hard to protect anyone when Grey Champion could just sling a Blast ☆ Star! into the midst of our group and kill everyone who isn't Red Rose or Solid Core.
True. I was thinking more about protecting them from other threats, like mooks or booby traps. Granted, there's not much we can do—destroying cover for enemies as per your plan helps, Core Purge would vaporize any mooks before they get close, the squishies could retreat, or we could use ourselves as a meatshield. Nothing very good.
Come to think of it why didn't Grey just throw a Blast ☆ Star! into the group as we arrived? It's what Silver Hero did.
I have been wondering.

Anyway, at least fix the bit about Avatar of Victory insta-killing Grey—the rest of my disagreement is more subjective, but that's a definite no-no.

PEACE was strictly neutral.
Ah. Thanks for the correction.

btw I lost the list of canon-but-not-defined abilities I was using back before the hiatus, so if anyone can find that (or feels like compiling another) it'd be appreciated.
Went through everything on the front page and the ones listed under canon or edit-to-canon. And the ones I could remember that were elsewhere (basically the Old Guard and the Hyper Evolved Scorpion), plus the recent in-thread ones from crys and Lost. Listed in roughly that order, top to bottom. Parentheses say who has it and how to find them in the list; square brackets give some of my comments (I had more, but didn't feel like writing them all out).

MG-scan (Samael)
Multi-Target (Aquila, Shining Key)
Ability Synch (Pilot) (PFrame/Progenitor Golems)
Cleave (Solid Drive)
Time Walk (Void) [probably not the same as the mortal version, especially given the N/A MM. Looks like actual time travel]
One Shot (White Knight) [Brutal Cartridge's description hyphenates it]
(Offline) (PFrame, Messenger Assault Platform) [self-explanatory]
Splinter (description of Splinter & Combine)
Analyse/Analyze (Professor ElRoi, Shining Scholar)
Invisibility (Mystic Wraith, Emerald Blossom)
Damage Charge (Drakensong, Wild Heart)
Modifier Charge (Drakensong) [same as Mana Charge?]]
Damage Reflect (Thorn Warden)
Companion (Blue Dragon) [name change possible]
Obscuring (Blue Dragon) [name change likely]
Battlefield Changer/Weather Effect (Blue Dragon) [name change likely]
Lockdown (Winter Queen, Ember Princess(Fairy Tale Five), Gift Wrap)
Mass Healing (Calamity!Chronos)
Voodoo Link (Mystic Detective)(Fairy Tale Five)
Rule Change (Game Queen)(Team RIOT) [possibly the same as Geas?]
10-second Precog (Sora)(Team RIOT)
Phantasm (Melodious Siren)(Team RIOT)
(Necromancy) (Horseman of Death)(The Four Horsemen)
Ritual (Horseman of Death)(The Four Horsemen)
Plagued (Horseman of Pestilence)
Immobilize (Shining Scholar, Crystal Mage) [The two use it differently; Crystal Mage's version might just be Lockdown]
Confusion/Confuse/Mass-Confuse (Magus of Curiosity(Team RESEARCHER), Silent Murder, Snow Gourd)
Disarm (Magus of Bravery)(Team RESEARCHER)
Mind Control (Magus of Ambition)(Team RESEARCHER)
Extend (Luxuria)(Seven Deadly Sins)
Scan (Luxuria, Invidia)(Seven Deadly Sins)
Copy (Invidia)(Seven Deadly Sins)
Slow (Silent Murder, Crystal Mage)
Protean (Summit, description of Assimilate)
No Interception (Summit)[name change possible]
Invoke (Natalie) [IIRC, this should be an "auto-cast spell on hit" ability]
Spell Scan (Illuminator)
Generate Spell (Illuminator)
Protect (End-Bringer)
Immortal (End-Bringer)
Debuff Resilience/Damage (End-Bringer)/Reduce Resilience (Nightmare of the Night) [we don't have named Abilities for Spells which are straight stat decreases, do we?]
Status-Infliction (End-Bringer) [What's this supposed to be? A variable status effect?]
Zap (End-Bringer)
Overload (Raging Heart, Nightmare of the Night)
Multi-turn Cast (Raging Heart, Nightmare of the Night) [Could replace with Total Charge, not too different]
Armageddon (Night Sky, Nightmare of the Night)
Target (Grey Skies)
Target(all) (Grey Skies) [What are these supposed to be?]
Scale Stun to Distance (Priestess of the Moon) [Might be better handled as Stun plus either a soft-mechanics or explicit scale-with-distance effect]
Bounce (Moon Rider) [Might be Ricochet]
Hazardous Terrain (Crystal Mage)
Swarm Networking (Machine Code) [Might be better as a personal Ability]
Total Control (Machine Code)
Full Round Action (Nightmare of the Night)
Intercept Fire (Zumwalt-class) [If it's different from Intercept]
Quick-Fix (Limitless Horizon)
Tracking (Shining Key)
Freezing (Shining Key) [Might be the same as Freeze]
Straight-Shot (Shining Key)
AOE (Shining Key) [Why is this an explicit Ability?]
Single-Target (Shining Key) [Same question. Though we can probably ignore Shining, since she became Brilliant Key]
Move Boost (Wild Heart)
Spellbook Lockdown (Wild Heart)
Eject (Mageslayer) [Super Ability]
Variable Damage (Dark Steel)
Limited Durability (Dark Steel)
Variable Speed (Dark Steel) [These three seem kinda pointless as explicit Abilities]
Boost-Weapon (Dark Steel)
Override (Dark Steel)
Multi-Cast (Dark Steel) [Actually, why is Unequaled Strength a Spell instead of an Ability?]
Intimidate (Snow Gourd)
Magical Girl Slayer (Titan Worm)(Happy Fun Stuff) [Another for the "special Slayer Abilities" list]
Auto Grapple (Hyper Evolved Snake, Hyper Evolved Scorpion)
Overheal (Equinox) [See my previous post for link]

There's also these, which are on non-canon sheets made by crystalwatcher:

Road Kill (Saint Nicholas)
Identify - Weakness (Saint Nicholas)
Match Opponent (Winter)
Countdown (Winter)


And some more things I noticed on my way through (along with a bunch of typos I didn't record):

Spell Boost says it adds both Base Damage and Magic Modifier to spells, but the one time we see it in action (Lucky in RADIANCE DRIVE) it only adds one number. Which might be a combination of the two. Anyway, it'll be relevant soon, so to clarify: does it add both, and are the two bonuses written separately or combined?

Carnage says Increase Stack, list says Boost Stack.

The list says Summoning, but the fourteen canon characters with it all say Summon.

Crimson Hood, Steel Monsoon, Good Hunter, and Invidia (Seven Deadly Sins) say Mode Change, which should probably be Mode Shift. I'm pretty sure there's at least one canon sheet that says Mode Shift, so just changing the list won't fix this.

Sylvan Mercy (Moores Family) has Debuff Removal, which should probably be Status Recovery. Also, should the Variable for both her and her mother be in parentheses?

Scale to Target (Juggernaut Drive's spell and Limitless Horizon's) and Damage by Health (Good Hunter, possibly another person) seem redundant.

Proxy Caster is typo'd in the Docs version (as Poxy Caster).

Solar & Lunar Radiance don't have a link to where they show up in-quest the way M.E.C.A. Force does.

Forest Guardian (Team RIOT), Blue Minion (Evil Overlord), and Avaritia (Seven Deadly Sins) should probably have Rapid Recovery instead of Rapid Regeneration.

Freezing Primal's (The Primals) Creation should probably be Instant Manufacture.

Guardian Primal's (The Primals) Curse Removal should be Status Recovery.

Ignite, on Red Minion (Evil Overlord), Black Dragon (Hopekiller), Ira (Seven Deadly Sins), and Will'o'Wisp should probably be either Burn or Melt.

Gula (Seven Deadly Sins) should have Multi-Slash, not Triple-Hit.

End-Bringer doesn't need Debuff on Liberating Light, Dispel is enough (if I'm understanding the intent correctly). And Release My Power should have its Abilities' names updated (Instant Recovery and Status Recovery).

Sinful Sound's second Spell should have Boost-All instead of both Boost-Self and Boost-Other.

Grey Skies' Anti-Magic should probably be something in the Dispel sequence.

The post with Crystal/Inferno Mage has explanations for Slow, Hazardous Terrain, and (one version of) Immobilize.

Mageslayer's Spells still give her name as Wounded Warrioress.

Brilliant Key's Total Heal should presumably be Full Heal.

Also, I see Red Rose's front-page sheet has been updated. Thanks; that's one less reference tab to keep open.
 
Thank you, beth2.

[Actually, why is Unequaled Strength a Spell instead of an Ability?]
IIRC it was because Knight of Honor was an NP and not an ability.

Bounce (Moon Rider) [Might be Ricochet]
Definitely Ricochet.

Crimson Hood, Steel Monsoon, Good Hunter, and Invidia (Seven Deadly Sins) say Mode Change, which should probably be Mode Shift. I'm pretty sure there's at least one canon sheet that says Mode Shift, so just changing the list won't fix this.
Hmmm... looks like just the Radiances' sheets during the data recovery have it as shift. I think we may have misremembered the name when typing out the ability list and accidentally codified it wrong. :|

Scale to Target (Juggernaut Drive's spell and Limitless Horizon's) and Damage by Health (Good Hunter, possibly another person) seem redundant.
They miiiight be, yes.

Sylvan Mercy (Moores Family) has Debuff Removal, which should probably be Status Recovery. Also, should the Variable for both her and her mother be in parentheses?
I don't think so? Are the rest of the "variable"s in parentheses?
 
Like I said, I'm reworking three of the Wonderlandian girls.

(Unified Light) Magical Girl Fairy Guardian

Lily Grave
Stats

Health: 400
Base Damage: 50
Base Resilience: 100
Magic Modifier: 50

Affinity: Fantasy | Protection | Myth
Weapon


Crimson Scythe
Level 1
Attacks Per Turn: 2
Affinities: Fantasy
Ability: Double-Hit
Spells

Stand Firm
Level 1
Base Damage: 100
Base Resilience: 200
Affinity: Protection
Ability: Boost-All
Abilities

The Dream Shall Remain Standing
-Enemy Abilities that shut down other abilities do not effect anything, unless they would affect this Ability as well.

Raise the Shields
-All allies have their Base Resilience increased by 50%, and are treated as if they possess the Adamantine Ability.

Practitioner
-Allows the creation and upgrading of Spells.


She was fairly good as she was, I just needed to change her name.

(Unified Light) Magical Girl Make-Believe Menagerie

Maria Johnson
Stats

Health: 400
Base Damage: N/A
Base Resilience: 75
Magic Modifier: 100

Affinity: Fairy Tale | Beast | Myth
Weapon


The Cheshire Cat

Level 1
Attack Per Turn: 2
Health: 500
Base Damage: 100
Base Resilience: 50
Affinity: Beast
Ability: Auto Assault | Autonomous Combat

The Sleepy Dormouse

Level 1
Attack Per Turn: 1
Health: 200
Base Damage: 50
Base Resilience: 100
Affinity: Beast
Ability: Auto Assault | Autonomous Combat

The White Rabbit

Level 1
Attack Per Turn: 3
Health: 300
Base Damage: 75
Base Resilience: 75
Affinity: Beast
Ability: Auto Assault | Autonomous Combat

The Caterpillar

Level 1
Attack Per Turn: N/A
Health: 500
Base Damage: N/A
Base Resilience: 75
Affinity: Beast
Ability: Auto Assault | Autonomous Combat

Spells

Claim Your Happily Ever After
Level 1
Base Damage: 100
Magic Modifier: 100
Affinity: Fairy Tale
Ability: Heal
Abilities

Blink And You'll Miss It
-Make-Believe Menagerie may instantly swap what weapon she is using. She may only have one weapon active at a time.

Practitioner
-Allows the creation and upgrading of Spells.

Toying With A Mouse (The Cheshire Cat)
-When fighting an enemy, compare their highest-leveled weapon with the Cheshire Cat's level. If the Cat's level is higher, negate a number of enemy Abilities equal to the difference between levels. Defensive Abilities are targeted first, followed by Offensive Abilities, followed by Utility Abilities.

The Sandman's Eternal Embrace (The Sleepy Dormouse)
-If The Sleepy Dormouse successfully inflicts damage on an enemy, they instantly fall into a deep slumber. They suffer 1/10 of their current health each turn they sleep, as they are assaulted by magical nightmares. This damage is not affected by any abilities that would normally decrease the amount of damage an individual would take.

Late For A Very Important Date (The White Rabbit)
-All allies gain one level of High Speed Combat and one additional Attack Per Turn, and all enemies lose one level of High Speed Combat and one Attack Per Turn. If an enemy does not possess any levels of High Speed Combat, they instead lose 1/2 of their maximum Attacks Per Turn.

Who Are You? (The Caterpillar)
-As long as the Caterpillar is on the field of battle and alive, all illusion magic is automatically dispelled, magic meant to disorient and confound has a 75% chance of failing every turn, and Make-Believe Menagerie's allies cannot be harmed by by spells or weapons with the Illusion Affinity.


So Menagerie's shtick is that her weapons are a major pain in the ass to deal with. If you can get rid of them, she's not that hard to deal with, but if you can't, you're in for a bad time. I tried to balance her weapons' abilities, considering this is supposed to be her at level 1, but I'm not sure I did a good job.

(Unified Light) Magical Girl Nightmare Revealed

Alice Biggs
Stats

Health: 350
Base Damage: 80
Base Resilience: 75
Magic Modifier: 60

Affinity: Fiction | Horror | Myth
Weapon


Vorpal Knife
Level 1
Attacks Per Turn: 2
Affinities: Fiction
Ability: Intercept | Vorpal | (Controls Damage)

Hobby Horse
Level 1
Attacks Per Turn: 1
Affinities: Horror
Ability: Armor-Pierce | Crush | (Controls Resilience)

Teapot Cannon
Level 1
Attacks Per Turn: 1
Affinities: Horror
Ability: Anti-Infantry | Detonate | (Controls Health)

Playing Cards
Attacks Per Turn: 2
Affinities: Fiction
Ability: Limitless | Anti-Air | (Controls Magic Modifier)
Spells

Nightmare Mist
-Creates a fog that, when it comes into contact with others, assaults them with horrifying illusions
Level 1
Base Damage: N/A
Magic Modifier: N/A
Affinity: Horror
Ability: Omnipresent | Phantasm
Abilities

Joy Turned To Horror
-If Nightmare Revealed can successfully inflict damage in an opponent using two or more of her weapons, any regenerative abilities the target possesses are negated for the rest of the fight. If she can inflict damage with all four weapons, any defensive abilities the target possesses are completely negated.

Deadly Toys
-Nightmare Revealed may instantly switch which weapon she is using. She may only use one weapon at a time.

Practitioner
-Allows the creation and upgrading of Spells.


Nightmare's ability was a tricky one for me to come up with. I wanted something that would give her a reason to use all of her weapons, but not something that forced her too. I think I got a good compromise. As for the weapons controlling her stats, for the most part my MGs have health and Resilience tied to a single Ability. Crystalwatcher has said in the past that Goddess White's health is controlled by her sword, so I decided that having her weapons tied to her stats would give Nightmare a reason to upgrade her weapon besides her Vorpal Knife.
 
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For Warden, I'm also thinking about giving her multiple weapons. Perhaps her theme could be the twisted fairy tale, how with reinterpretation seemingly benign things are suddenly much more sinister? As for her name, I'm thinking something along the lines of Nightmare Revealed. Her new Affinities can be Horror and Fiction.
Technically, that isn't how most such fairy tales work. It's more that through reinterpretation the sinister things are made to look more benign, and some people have started to look back and notice that they were originally very sinister to begin with.

A lot of fairy tales -even the ones with happy endings- were cautionary stories meant to subtly teach the kids they are told to that "this stuff is very bad/dangerous" in the process of entertaining them. Like how Little Red Riding Hood is largely a caution against going out into the woods alone.
 
On trusting strangers more
Not sure what you are trying to say here, unless it's that LRRH is also a lesson on how you shouldn't trust strangers too much. It might also be that you were trying to make a joke about it being a lesson that you should trust strangers because the woodcutter helped out at the end or something though, so...

In any case, yes, fairy tales did tend to pack multiple cautions, lessons, warnings, etc. into each story. Saying that a given fairy tale is supposed to teach any one specific thing is generally oversimplifying it, but I only needed one example for my post.
 
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So then

Got caught up

White Soul looks like a godsdamned nightmare

I'll wait for the next update to start voting
 
What's being dead like?

Some dialogue from Silver Hero suggested that rezzed humans can notice they died and wish to avoid dying again. Was that just a result of Goddess Red's mindwhammy?
 
Well if you died horrifically, would you want to die again? Especially if your only experience with it is [SCREAMS EXTERNALLY].
Silver Hero: "Your curious what death is like? Well I have no idea what happens after you die but by the time I did die it felt like a sweet release. You see gut wounds can be fatal and crippling but are anything but fast. That isn't what killed me though; it simply left me too injured to move when this demon decided it was hungry and I looked like lunch. Unfortunately it wasn't big enough to eat me in one go so I got to experience being eaten alive for what felt like an eternity."

This is your regular reminder that the world of CMGQ has greater then Muv-Luv levels of Chomp.
 
Grey Champion died from rotting inside-out due to the super ability on White Soul's spell.

Lunar and Solar Radiance were buried alive in the same engagement and suffocated.

Silver Hero was impaled on a Hell Beast's horns and carried off while trailing her entrails all over the place.

White Soul was stabbed. Repeatedly and with great enthusiasm.

None of them really want to die again, mostly because each of their first deaths were really slow an excruciating.
 
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