Under the Open Sky (CWMGQ Spinoff)

Imagine you're trying to break through armor, would you rather use one 16 inch shell or an equal amount of weight in 30mm shells?

~2200 shots of the smaller shells can't match what the big one can accomplish in one strike. The single big attack is what you want in that case. The drawback is that it's just one shot, so for hitting a bunch of little guys you'd want to use thousands of shells.

your describing what would work for super hard targets, but not super big ones. By my understanding size modifiers are not about being durable so much as being big. It's about attacks not affecting much of them at once. like how a blade that cuts right through literally anything the size of a needle would still have trouble killing a person. Combining ray with an AOE would let you hit the entire surface at once. not necessarily helping with armor, but certainly getting around the challenge of only hitting a tiny portion of the target at once.

It certainly makes more sense than lasers negating size modifiers, since laser attack by my understanding are super focused, all their damage is focused on a small area. which would be more or less the opposite of what you'd need to deal with size modifiers.
 
your describing what would work for super hard targets, but not super big ones. By my understanding size modifiers are not about being durable so much as being big. It's about attacks not affecting much of them at once. like how a blade that cuts right through literally anything the size of a needle would still have trouble killing a person. Combining ray with an AOE would let you hit the entire surface at once. not necessarily helping with armor, but certainly getting around the challenge of only hitting a tiny portion of the target at once.

It certainly makes more sense than lasers negating size modifiers, since laser attack by my understanding are super focused, all their damage is focused on a small area. which would be more or less the opposite of what you'd need to deal with size modifiers.
I think a more appropriate question for that is

Giant Enemy vs Collateral Damage + Ray + [something that inflicts a stackable Resilience debuff, such as Shred].
 
Size Modifiers are a representation of "I mass too much for you to meaningfully hurt me". AoE is the opposite of what you need to get through that. More to the point, Ray doesn't get bonuses against defenses like Laser does, and Size Modifiers are most definitely defenses.
Just gonna reiterate this...
 
Just gonna reiterate this...

why? an Aoe means you hit more of the target, and you're not losing force for it. 100 damage with an aoe deals 100 damage to everything hit so there is no real loss of energy ber part hit. a size modifier is literally you're not hitting much of it at once, why wouldn't hitting more of it at ounce help? stuff like thick armor is measured by resilience or other damage reduction rules.
 
What about AOE + Disintegrate?

AOE on an attack that reduces their mass.
I guess in theory?

why? an Aoe means you hit more of the target, and you're not losing force for it. 100 damage with an aoe deals 100 damage to everything hit so there is no real loss of energy ber part hit. a size modifier is literally you're not hitting much of it at once, why wouldn't hitting more of it at ounce help? stuff like thick armor is measured by resilience or other damage reduction rules.
*sighs* Because that's just how it works. You want to get around Large Enemy you need to hit heavier, not wider. if your punches only tickle them, spreading your punches across more square footage will not actually help you damage them meaningfully, it'll just tickle a wider area.

Adding aoe does not help against defenses in 99% of cases, and the remainder are mostly stuff like morality barriers that actually state that hitting wider is what you need.
 
your describing what would work for super hard targets, but not super big ones.
.
.
.

If you want to make a hole in the earth you don't use a minigun, you either get a shovel or stack a bunch of dynamite. If you want to make a noticeable hole in the 75 meter tall titan you get a tank cannon instead of trying to use hundreds of grenade launchers, even if you've set the launchers up for a steady stream of boom. It's just giving bruises otherwise.

To use your analogy, it's like saying that stabbing a hundred thumbtacks into someone is better than using a bigger knife to cut deeper. Expanding the area you hit isn't how you get around the attack being too shallow, you need something to let the attack punch further and harder.

(And big Laser-charged shots give a wider cross-section.)
 
Closing statement on the subject: Heavy Caliber, the ability for getting around Size Modifiers, is all about hitting with weight. It's completely unrelated to AoE.
 
*sighs* Because that's just how it works. You want to get around Large Enemy you need to hit heavier, not wider. if your punches only tickle them, spreading your punches across more square footage will not actually help you damage them meaningfully, it'll just tickle a wider area.

but the reason it tickles is that it's only a small area. aoe means you hit a larger area just as hard. your not spreading out your force, your magnifying it. aoe does not reduce single target damage, so logically it won't reduce the force per inch that much. it just adds more inches. which by appearances is exactly what you need to deal with something that has lots of inches you need to hit.
 
but the reason it tickles is that it's only a small area. aoe means you hit a larger area just as hard. your not spreading out your force, your magnifying it. aoe does not reduce single target damage, so logically it won't reduce the force per inch that much. it just adds more inches. which by appearances is exactly what you need to deal with something that has lots of inches you need to hit.
GM Fiat: Covering a large magically-held-together target with explosions isn't more effective than charging up an attack to punch through it.
 
I assume the former would be a personal ability?
More or less.
My advice would be to give the Shadow Auto Assault and Shapeshift from the beginning. I can understand why a spell might get Auto Assault later on, but for a weapon, I think it would be less of a hassle to give it Auto Assault from the start so you don't have to figure out how adding it to a developed weapon affects the weapon in question.

So for the gloves, your second suggestion of giving them an unlockable Mode Shift sounds better. Spell Boost could be limited to "normal" mode, and some melee Abilities like Double Hit or Rain of Blows could be limited to "claw" mode.
My "cheese" idea is to give said Shadow with Auto Assault, Shapeshift and Splinter-via-shapeshift (because it makes sense right, I'm not just moving my shadow, I'm splitting it into tendrils to attack from many angles) another ability.

Specifically, make it Skilled and proclaim that "defend me" is a valid order for Auto Assault to interpret. This would provide an automatic defense, though one that can still be pierced by massed attacks or spells. And since it's an Auto Assault option, that leaves the character capable of casting spells with relative impunity.

The balancing in this case is that her starter spell is a weak-damaging spell with Bind to immobilize target, and the Shadow Claws are used after moving to the immobilized and helpless foe for the kill. I plan to make Shred one of their abilities, to represent gradually wearing down the armor in the same place.

(Independent) Magical Girl Nightfall

Anastasia ???

Why yes, it's an alias.
If the image isn't loading, look up Kyouko Kirigiri from Dangan Ronpa, the image with emphasis on gloves.
Stats

Health: 150
Base Damage: 20
Base Resilience: 30
Magic Modifier: 20 (60)

Affinity: Darkness | Magic | Story Maker
Weapon

Spellweaver Gloves
Level 1
Attacks Per Turn: 1 (+1 per 25 levels)
Affinities: Magic
Ability: Spell Boost | These Are Not a Weapon | Mode Shift (Locked)
- governs Magic Modifier.

Shadow Claws
Level 0 (Locked)
Attacks Per Turn: 1 (+1 per 5 levels)
Affinities: Darkness
Ability: Mode Shift
The other mode of Spellweaver Gloves. It is upgraded at the same time as Spellweaver Gloves, at no additional cost.

Umbra
Level 1
Attacks Per Turn: 1 (+1 per 5 levels)
Affinities: Darkness
Ability: Auto Assault | Shapeshift | Malleable Shadow
- governs Base Damage. Umbra is Nightfall's shadow, and can form solid constructs no larger than 1 meter per level of weapon, extend and change shape to the same extent.

Spells

Shadow Binds
Level 1
Base Damage: 10
Magic Modifier: 10 (50)
Affinity: Darkness
Ability: Bind | Target-By-Level | Flimsy Binds
-Forms shadowy tendrils to immobilize the enemy. Is not very reliable.
Abilities

Exalted Existence LVL 1 (Magic):
Governs Health.
-The magic sustains the body.

Armor of the Night LVL 1 (Darkness):
Governs Resilience.
-The shadows protect the flesh.

Star in the Night LVL 1 (Magic):
Adds 40 to Magic Modifier of Darkness-affinity effects. The value is added in parentheses.
- the brighter the light...

Mantle of the Night LVL 1 (Darkness):
Nightfall adds the value of all Magic Modifier rolls to a pool with capacity of (Star in the Night x 1)=40. Use this pool as an additional Health pool. Alternately, Nightfall may use a portion of accumulated charge to supplement her damage, expending it in the process.
- ...the darker the shadows.

These Are Not a Weapon:
When using Spellweaver Gloves as a melee weapon, reduce Nightfall's base damage and magic modifier by 50%.

Shadow Claws (Locked):
Spellweaver Gloves gains Mode Shift, Shadow Claws. Shadow Claws have twice the base damage and 1/5th magic modifier of Spellweaver Gloves before any other factors are included. They also have a different set of Abilities, and a Darkness Affinity.

Malleable Shadow:
Umbra can support one Shapeshift-derived Ability per 5 levels of Umbra, at lowered effectiveness. Additional levels can be stacked onto an ability to improve its effectiveness - 10 levels grant full effect to a reduced-effectiveness ability (Armor Pierce 20%->25%), 15 levels grant the next tier of ability if available. If the ability in question relies on the level of a weapon to work (Splinter may splinter once per level of weapon), the amount of levels invested governs the final effect.

Flimsy Binds:
Shadow Binds must win an opposed Magic Modifier roll result to bind someone. Enemies with size modifiers reduce Nightfall's result by the same percentage as their size modifier reduces damage. Enemies with existence modifiers multiply their result by the first digit of their existence bonus.

After contemplating both the weapons and abilities I'd like the MG to have starting out, AND what I'd like her to have later on, I've come to the sad conclusion that I've mis-attributed the secondary affinity. This, in turn, has caused a cascade of changes in the design.

Affinity: Magic changed to Affinity: Animation

Weapon: Shadow Claws went the way of dinosaurs
Weapon: Spellweaver Gloves - renamed Shadeweaver Gloves
Weapon: Shadeweaver Gloves - Magic affinity replaced by Darkness affinity. Rate of APT growth increased.
Weapon: Umbra - added length calculation based on Magic Modifier.
Weapon: Umbra - added Animation affinity

Spell: Shadow Binds - gained Affinity: Animation

Ability: Exalted Existence - replaced by Persistent Motion
Ability: Armor of the Night - replaced by Tenebrous Armor
Ability: Persistent Motion - gained a secondary trait describing possible behavior of Umbra
Ability: Tenebrous Armor - gained a secondary trait describing possible behavior of Umbra

Ability: Star of the Light - replaced by Flickers in the Twilight
Ability: Flickers in the Twilight - gained a secondary trait
Ability: Mantle of the Night - removed from the current ability roster. Will be gained as a shop item, in an altered form.
Ability: These are not a Weapon - replaced by Magical Foci
Ability: Magical Foci - gained a secondary trait and clarified the relationship with the Flickkers in the Twilight ability.

Ability: Shadow Claws went the way of dinosaurs
Ability: Malleable Shadow went the way of dinosaurs
Ability: Flimsy Binds went the way of dinosaurs
(Independent) Magical Girl Nightfall

Anastasia ???

Why yes, it's an alias.
If the image isn't loading, look up Kyouko Kirigiri from Dangan Ronpa, the image with emphasis on gloves.
Stats

Health: 150
Base Damage: 20
Base Resilience: 30
Magic Modifier: 20 (60)

Affinity: Darkness | Animation | Story Maker
Weapon

Shadeweaver Gloves
Level 1
Attacks Per Turn: 1 (+1 per 8 levels)
Affinities: Darkness
Ability: Spell Boost
- governs Magic Modifier.

Umbra
Level 1
Attacks Per Turn: 1 (+1 per 5 levels)
Affinities: Darkness | Animation
Ability: Shapeshift | Auto Assault
- governs Base Damage. Umbra is Nightfall's shadow. It can extend 1m per level of Umbra and per 20 points of Nightfall's Magic Modifier.

Spells

Shadow Binds
- Forms shadowy tendrils to immobilize the enemy
Level 1
Base Damage: 10
Magic Modifier: 10 (50)
Affinity: Darkness | Animation
Ability: Bind | Target-By-Level

Abilities

Persistent Motion LVL 1 (Animation):
- You are not dead while you still move.
Governs Health (+150). Umbra may spend an action to move anyone within its range to any other point within its range, by physically moving them there.

Tenebrous Armor LVL 1 (Darkness):
-The shadows protect the flesh.
Governs Resilience (+30). If ordered to, Umbra may use its Auto Assault ability as an Auto Counter on behalf of anyone within its range.

Flickers in the Twilight LVL 1 (Darkness):
Adds (+40) to Magic Modifier. Once per turn, Nightfall may automatically dodge an incoming attack while leaving a shadowy decoy in place to take a hit. This effect activates automatically on critical attacks (those that inflict body modifiers or inflict more than 50% of Nightfall's current health in Final End Damage).

Magical Foci:
Shadeweaver Gloves do not benefit from Flickers in the Twilight. Shadeweaver Gloves reduce their damage by half when used as a melee weapon. When casting a spell through the Shadeweaver Gloves, Nightfall may choose to treat the spell as if it had a Total Charge ability.

EDIT: 11.12.2017. Here we go again. This time, I didn't change things much. Mostly, made an assessment of Solid Core's upgrade path, and decided to put in one branch of advancement. It shouldn't come as a surprise that Nightfall isn't the killiest of people, but one of her new branches is a mook maker.

Call the Shadows
-50 EXP
That moment when the darkness lights with shining spots in cartoons.
Unlocks weapon: Lesser Shade
Unlocks spell: Call the Shadows
Unlocks Shop Item: Goddamn Bats
Unlocks Shop Item: Vicious Little Pests
Unlocks Shop Item: Pack Hunting

Lesser Shade
- a clump of solid shadows in a vaguely chiropteran shape, at most knee high. If you see one, there are probably more.
Level 1
Base Health: 50
Base Damage: 20
Base Resilience: 20
Magic Modifier: N/A
Attacks Per Turn: 1+1 per 10 levels
Affinity: Darkness | Animation
Ability: Auto Assault

Call the Shadows
- Summons a number of Lesser Shades (1 per 20 on a Magic Modifier roll).
Level 1
Base Damage: N/A
Max. Number of Summons: 5
Magic Modifier: 50
Affinity: Darkness | Animation
Ability: Summon
Future growth: Levels 10-20-30-40 grant the spell Double Cast, Triple Cast, Quadra-Magic and Omni-Magic, for more mooks per cast.

Goddamn Bats
-100 EXP
And now they fly.
Lesser Shades gain Flight Ability. This ability starts at level 1 for Lesser Shade Level 1, and increases by 1 every even level.

Vicious Little Pests
-100 EXP
Get 'em off, get 'em off!
Lesser Shades gain Rain of Blows Ability.

Pack Hunting
-100 EXP
One of them is not a problem - that there are more than one is.
Lesser Shades automatically synchronize their attacks for Unified Damage (x1 multiplier). If this damage is sufficient to harm the enemy, Lesser Shades may collectively grapple them, no matter the difference in size, distributing the damage among all of them. Negate the enemy's Backup ability if the Lesser Shades can achieve damage equal or higher than Backup damage.

Unlocks Shop Item: Pack Mentality

Pack Mentality
-150 EXP
Even one of them is a problem - there's always more coming.
Magical Girl Nightfall and her Lesser Shades can see what each of them sees and hear what each of them hears. Magical Girl Nightfall may join in on the attacks of her Lesser Shades as if she was one of them. Lesser Shades can coordinate an attack no matter how many of them there are. Multiplies the number of Lesser Shades that can be maintained by 4.

Unlocks Shop Item: Pack Leader

Pack Leader
-200 EXP
A pack with a leader is more than twice as dangerous as one without.
Double the damage of all synchronized attacks that Magical Girl Nightfall and her Lesser Shades make together. In the presence of Magical Girl Nightfall, Anti-Infantry weapons and Anti-Mook defenses are negated when used against her summons. Further multiplies the number of Lesser Shades that can be maintained by 5.

I also have ideas about a Super Ability that more or less removes the upper limit on creatures summoned, extends Pack Leader to all allies present on the field. Oh, and allows Lesser Shades to Intercept attacks as a joint effort. But that's not really necessary, since this is... a mook maker branch, not the main focus.

Besides, with the branch bought out and at ALL 10 point (1600 XP for the branch, 1350 XP for Umbra, Shadeweaver Gloves and Flickers in the Twilight), well it's a 500 HP 200 Damage 200 Resilience mook with Flight 6 and Rain of Blows, one of a thousand she can call upon, and with a summoning spell that does an effective 4d(500+400+200)/20=4d55 Lesser Shades at once... For a synchronized damage of 1000*400*2=800'000. Talk about a meat grinder. Oh, sure, AOE effects are the bane of this branch, but hitting fast-moving shadow bats at 50 MPH isn't exactly a reliable method of disposing of them. And there are always more. Worse, at level 20 a single bat can kill a single demon soldier on a single flyby attack.
 
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Crossworlds 13.1
Of course everything would be happening at once and everyone would want you to be everywhere. Floral Glory is simple enough to dismiss on practical grounds, she can get around quick enough without you and doesn't need extra firepower to handle the hordes of hell. Arc Mastermind has the biggest request, fight an enemy Magical Girl while flying into enemy lines, but there's a good chance that the critter will come closer if you wait. Which leaves Blue Bandit's proposal -- something you can make a difference by just showing up and disrupting enemy mages before they get to accomplish anything. If you're quick, and you expect you can be, you'll be able to return to contribute to the other crises.

"I can't back you up right now. Blue Bandit wants to spot the flankers before they can disperse." you transmit to Arc and say to Floral, then Shift away to Blue's location.

A heartbeat later you're descending to where Blue Bandit was situated. A nook between two rocks that has had a number of plaster bits stacked to make it look like a single stone. Blue is already crouching outside of the nook with her rifle strapped to her back, she waves to you when she sees you.

"Summit! Great, pick me up and let's go! Felix was already at the wall and his flight will be there shortly."

You scoop her up and secure her to your back so you won't be slowed as much as the last time you carried her.

As you kick off from the ground and start your Panoply to tear through the air Blue adds something. "Let me know when you teleport, I want to close my eyes to brace for it. Your hops are a lot rougher than mine or Ambers."

"Two seconds." you warn.

Blue Bandit exhales slowly and closes her eyes right before you pull on space just so. She twitches as the shock of falling into realspace catches up to the two of you.

"Ugg."

"Nine seconds."

Beneath you the leading parts of the demon horde start falling as machine guns bark. The collapse of handfuls is followed by an artillery round bursting into submunitions that mauls a rough circle of demons with a righteous roar.

On your side of the field a very odd platform is being floated to the center of the combined forces. Instead of the smaller platforms with guns it has banks of speakers and a quartet of Counter Force soldiers… somewhat in uniform? The drummer has forgone a shirt and the other three (Music Affinity on the frontmost) have rolled up their sleeves or removed their coats. A mess of cables twists underfoot from microphones, guitars, and a keyboard.

How does a rock band help fight?

A distorted sound erupts and the drums thump out a beat.

"Ah-ah-ah-aah-ah-ah-aaah-ah." Blue Bandit hums at a whisper.

(Rock On: 74
All allied forces have +74 to Offensive and Defensive strings!)


That's something. You feel a thrum of power enhancing your every action and the the slight fatigue of the night being lifted by the music. It reminds you that you should empower someone as well.

"Guardian Touch." you declare before shifting again.

(Guardian Touch: Blue Bandit's Health is now 4900! Resilience is now 1540!)

"Ouf. Better than the last one. Head about one-and-a-quarter miles east of our lines and fly over the peak from the east."

"Understood. Two seconds."

This time Blue stays quiet as the pair of you shift.

"Two more shifts until we're there."

"We're making good time. Please just fly over while carrying me so I'm not dizzy when we pop in behind them."

Below you the horde of demons has gotten about a quarter of the way from their fortifications and trenches to the Light's positions. The number of slain demons is already in the thousands, but more are still pouring towards the guns. Tanks and halftracks inch along behind the conjured stone that guards them, the Elven legions are forming up in lines behind the Counter Force, and nearly a hundred fairies are floating their way up the mountains to the north.

You shift once more.

Blue Bandit reaches to hold her rifle, "Give me a moment, I saw someone with a fancy hat."

She exhales, aims, and sends out a thin line to hit a larger demon gesturing beneath the two of you. The shot lands somewhere on it's back and it is engulfed with sparks before falling over dead.

(Wind's Kiss: 975 Base Damage, +17 Dice, +243 Slicer of Throats, +10 Surprise, +74 Rock On= 1319 Damage

x16 Backstab

21104 Total Damage

Interloper Arban: 600 Resilience, +41 Dice, -100 Rogues Do it From Behind! = 541 Damage Reduction

20563 End Damage

Interloper Arban: 8000 - 20563 = -12563 Health

+1 stack of Slicer of Throats (now 6 stacks, +30% to Damage, MM, and Resilience))


"Got him! Go!"

You make a final shift to near the peak and dive the last bit to minimize visibility. The shear, crumbling wall of rocks appears to have been hewn away at this angle.

"We're here."

"Uh, good. We made good time, yeah. Set us down somewhere in shadow and we should see the casters flying by soon. Hopefully I won't still be dizzy then." Blue Bandit says while rubbing her head.

You've started moving to a suitable spot before she finishes talking.

"Where do you expect them to arrive from?"

"From the north. I expect they used a higher peak to snipe our drone platforms and will move to one we're overlooking to blast the platforms protecting our foothold. If that happens they'll have a position where they can hit our reinforcements and shoot down our aircraft while being protected by the mountains. That's why I told you to get us here to keep 'em down." Blue Bandit explains.

"Makes sense." you reply as you set Blue down and sink into a hiding spot of your own. She vanishes as soon as she props her rifle on a handy outcropping.

"This is Blue Bandit. Summit gave me a lift to ambush the delsees in the mountains. We're on the peak at the southwest corner of B-6. I'm expecting contacts shortly." Blue spoke into her radio.

'Jerk. I wanted to show off.' Floral transmits.

'That is a sub-optimal move. Felix was leading his flight in an exercise and will cover that location shortly.' Arc Mastermind sends.

'Understood. Felix will be there shortly, disrupt them and focus on dropping anything that looks capable of giving a War Angel trouble when you have contact.' A woman's voice replies to Blue. 'Floral Glory, official business on this channel.'

You hear a thunderous noise as something slams into the wall on the other side of the peaks. Judging by the pillar of fire that follows it's an artillery-sized spell aimed at where Blue Bandit had been when she fired her rifle.

"Scout out a spot to teleport to. If there's too many for me to behead with my combo attack we are going to want to be elsewhere when they notice us. I'll shout out 'scoot' if I think that's the case." Blue Bandit says while remaining invisible.

"Understood. If I think we are in danger I will relocate." you answer.

The pair of you wait in tense silence as the battle you flew over rumbles.

There. A 4-meter-tall misshapen demon (Murder, Fire) jogs into view. On his right side one large arm is trailing flames and on his left two smaller arms hold short spears. Behind him a quartet of cloaked figures (Chaos) float with no visible features beneath their cloaks.

"Bingo." Blue said in a whisper, "I don't think that's the boss, so hold your fire. There's more than one group."

You extrude parts of your Panoply, careful to keep the orange light that flows around it hidden as you start gathering power for a telling shot. Barrels emerge to track your target as a part of you empowers and restrains a mass of energy.

The next group has a much more intimidating figurehead. Black leathery wings flutter as a slightly shorter demon (Evil, Darkness, Air) takes long strides after the leader. Each of his arms is bigger around than you are and he is armed with a heavy sword, a tall shield, and covered by blackened plate armor.

"Bolt From the Blue."

Everything is cast into stark relief as a lightning bolt appears out of the open sky.

(Bolt From the Blue: 4900 Base Damage, +77 Dice, +1470 Slicer of Throats, +10 Surprise = 6457 Damage

X15 Lethal Surprise

96855 Total Damage

Overseer Irons: 1500 Resilience, +852 Dice, -500 Dead Before he Knew it = 1852 Damage Reduction

95003 End Damage
50% Iron Fortitude
47502

Overseer Irons: 20000 - 47502 = -27502 Health)


The light is gone in a flash, but the winged demon falls lifelessly over when he hits the ground. The rest of the group starts to scatter, with the exception of the three-armed demon, he fell into a rolling crouch and turned into a puff of smoke.

Some way to jump across dimensions from the ripples you feel emanating from that point.

You fire on the remaining forces with your gathered power. Three rays of light reach out and through the hovering demons.

(Panoply: 1200 Base Damage, +15 Dice, +8400 Laser (x7), +74 Rock On, +200 Light of Discovery = 9889 Damage
Panoply: 1200 Base Damage, +15 Dice, +8400 Laser (x7), +74 Rock On, +200 Light of Discovery = 9889 Damage
Panoply: 1200 Base Damage, +15 Dice, +8400 Laser (x7), +74 Rock On, +200 Light of Discovery = 9889 Damage

Summit spreads her three hits!

Dark Star Caster A: 750 Resilience, +192 Dice, +100 Run Away! = 1042 Damage Reduction

8847 End Damage

Dark Star Caster: 5000 - 8847 = -3847 Health

Dark Star Caster B: 750 Resilience, +240 Dice, +100 Run Away! = 1090 Damage Reduction

8799 End Damage

Dark Star Caster: 5000 - 8799 = -3799 Health

Dark Star Caster C: 750 Resilience, +342 Dice, +100 Run Away! = 1192 Damage Reduction

8697 End Damage

Dark Star Caster: 5000 - 8697 = -3697 Health)


Your targets turn into fluttering rags. The surviving caster from the second group ducks behind the slope it had appeared from. Those from the leading group had flown into a crevice that blocked them from your sight -- and your attacks unless you shifted to them.

"Targets engaged. I popped a big one and Summit erased most of one group. They're good and suppressed now." Blue Bandit says smoothly.

'Good. I informed Felix of your position. He should be there in moments.' the woman from earlier transmits.

Moments is a good descriptor. You spot a pair of angels with shining swords and bronze armor maneuvering around a peak towards the ambush site.

'This is Basilicom. Team GEAR has embarked on a helicopter to assist, what's the status of active MGs?' a new voice asks.

"This is Blue Bandit. I was ambushing a flanking force and will return to the fieldworks when the angels give an all-clear."

'Floral Glory. I'm swatting demons!'

'Arc Mastermind. I am providing supporting fire and awaiting backup to engage monstrous forces.'

'Blue Bandit, Felix says there's nothing but casters and a pair of watchers. Summit, carry Blue back to the lines and await instructions.'
the woman from before says smoothly.

Blue appears and fastens her rifle to her back. "Sounds like someone else has a plan. I bet it's Arc. Let's go!"
----

(Floral Glory's perspective)

You tap your foot as the wave of demons finally reach the mines. This is all so irritating. If this had been set up where the pass narrows you would be able to cover most of the field without trouble. Now you had to run back and forth to reach the bonsai trees of your 'fast travel network'.

As the staggered front runners are blasted by the scattered mines the horde of demons wavers in its path. Dense patches start to form, your cue to act.

You haul yourself atop the rock with one arm to stand next to the machine gun emplacement. "Thousand Cutting Blades of Grass!"

In three places a spiky flower emerges from the ground to puncture the onrushing horde. Dozens of demons are run through by the thin leaves that comprise your spell. And then…

The world holds still as dozens of brightly glowing pink petals shoot forth from the hearts of the slain axedemons. Each one responding to your intentions and swinging wildly to cut into their comrades. And when a razor-sharp petal slices a mortal wound into a surrounding demon a new blossom grows, blooms, and scatters.

When the pace of new blossoms slackens there is little left of what had been thousands of demons, just shredded flesh and a multitude of swirling petals. Your razor petals slow their furious pace and fall to the ground with a pleasing motion of the now-clear battlefield.

No, there's one figure left unmolested by your demonstration. She snaps open blackened wings and darts forward with a forked spear held high.

As soon as you've risen your arm to point her out the machine gun next to you fires upon the dark angel, joined by tracers from a dozen sources. To no visible effect as she continues undaunted.

(Ma Deuce A: 400 Base Damage, No Dice, +80 Full-Auto, +80 Full-Auto, +80 Full-Auto, +80 Full-Auto, +80 Full-Auto = 800 Damage
Ma Deuce B: 400 Base Damage, No Dice, +80 Full-Auto, +80 Full-Auto, +80 Full-Auto, +80 Full-Auto, +80 Full-Auto = 800 Damage
Ma Deuce C: 400 Base Damage, No Dice, +80 Full-Auto, +80 Full-Auto, +80 Full-Auto, +80 Full-Auto, +80 Full-Auto = 800 Damage
Half-Track A Autocannon: 550 Base Damage, No Dice, Full-Auto not active (Target too fast!) = 550 Damage
Half-Track B Autocannon: 550 Base Damage, No Dice, Full-Auto not active (Target too fast!) = 550 Damage
Super-Heavy Infantry A: 250 Base Damage, No Dice, +74 Rock On, +50 Full-Auto, +50 Full-Auto, +50 Full-Auto, +50 Full-Auto, +50 Full-Auto = 574 Damage
Super-Heavy Infantry B: 250 Base Damage, No Dice, +74 Rock On, +50 Full-Auto, +50 Full-Auto, +50 Full-Auto, +50 Full-Auto, +50 Full-Auto = 574 Damage
Super-Heavy Infantry C: 250 Base Damage, No Dice, +74 Rock On, +50 Full-Auto, +50 Full-Auto, +50 Full-Auto, +50 Full-Auto, +50 Full-Auto = 574 Damage
Super-Heavy Infantry D: 250 Base Damage, No Dice, +74 Rock On, +50 Full-Auto, +50 Full-Auto, +50 Full-Auto, +50 Full-Auto, +50 Full-Auto = 574 Damage
Super-Heavy Infantry E: 250 Base Damage, No Dice, +74 Rock On, +50 Full-Auto, +50 Full-Auto, +50 Full-Auto, +50 Full-Auto, +50 Full-Auto = 574 Damage
Super-Heavy Infantry F: 250 Base Damage, No Dice, +74 Rock On, +50 Full-Auto, +50 Full-Auto, +50 Full-Auto, +50 Full-Auto, +50 Full-Auto = 574 Damage
Super-Heavy Infantry G: 250 Base Damage, No Dice, +74 Rock On, +50 Full-Auto, +50 Full-Auto, +50 Full-Auto, +50 Full-Auto, +50 Full-Auto = 574 Damage

Counter Force: 6944 Unified Damage, x5 Synchronization Bonus (Staccato of Slaughter) = 34720 Total Damage

Herokiller Mica: 999 Resilience, +27 Dice, +69440 False Existence, + 499 Faster Combatant = 70965

0 End Damage

Attack Ineffective!)


A pit forms in your stomach as she draws near. You're going to have to hold her at bay since conventional attacks have done nothing other than outline her with tracer fire. A treacherous part of your mind chimes in that she's kind of hot.

"I am your enemy! Face me!" You scream with considerably more enthusiasm than you are presently feeling. As tough as you are and as quick as you heal you should at least be able to hold her attention for a minute. Hopefully Arc Mastermind or someone is on the ball, you don't think you can come close to the amount of firepower the dark angel ignored.

"That's right. I am going to tear you to bloody pieces hero. And as you die the rabble will uselessly pray for protection when I come for them. You are doing me are great service this day." she says in a melodious voice.

To your right you see streams of light cutting through demons. To your left streams of napalm pour from the Counter Force's lines. And in front of you a vast shape has started moving closer….

"Bring it. I'm tougher than-"

"Extinguish."

(Extinguish: 1000 Base Damage, +33 Dice, +5000 Lightslayer = 6033 Damage

Magical Girl Floral Glory: 1560 Resilience, +526 Dice, +74 Rock On, -150 In the Open = 2010 Damage Reduction

4023 End Damage
25% Iron Body
3018 Final End Damage

Magical Girl Floral Glory: 13000 - 3018 = 9982 Health)


Something pulls the breath from your lungs, the thoughts from your head, and the strength from your body. You're looking up at something that glares in your eyes.

A hacking cough tears loose from your mouth. Focus, your power will make you whole. Everything is going to get better.

It doesn't.

(Vitality Surge Negated by Absence of Light!)

You convulse as a shadow covers your field of vision. The dark angel! Her wings are spread wide as she reaches down and grabs you by the throat.

"Behold your champion!" she crows.

Fear gives you desperate strength as you try to use you hands to pry her loose. It gives speed to hundreds of pink glowing razor petal that pelt her. All for naught.

(Razor Petals: 770 Base Damage, Dice Unavailable, +74 Rock On, +154 Easy Target = 998 Damage

Herokiller Mica: 999 Resilience, +815 Dice, +1996 False Existence, -998 Weak against Legend, -200 Grandstanding = 2612 Damage Reduction

0 End Damage

Attack Ineffective!)


The dark nightmare carefully lines up her spear with your naval...
----

(Back to Summit)

'Greater Nightmare at the central strongpoint! We need an Angel flight now!' a panicked voice transmits.

'Dont! That's Herokiller Mica. She can drop an Angel in a flash. Team GEAR will engage.' Basilicom transmits.

Another shift has you out of the peaks and over the northern-most strongpoint. Below you pools of fire ignite demons as they try to press closer to the human defenders. Mines detonate with deep voices.

It looks like the enormous crab has only inched forward. Blue Bandit's errand hadn't taken long after all.

Then you spot an odd Angel? (Darkness, Despair) holding Floral Glory aloft…

Floral Glory has been impaled and is being waved around by a dark mockery of an Angel. The area around them is mostly clear, though covered in gore.

Blue Bandit still has her eyes closed against the shocks of teleporting, "They'll want us to do something about the Nightmare, but we'll need to be careful."

Arc Mastermind has noticed and is rushing towards Floral Glory and the monster at her full speed. Everyone else looks to be trying to get away from the battle, none of them appear powerful enough to be relevant against your foe.

You can close the gap in moments once you can teleport again.
----

[X] Plan?

Floral Glory is impaled. You might want to do something about that…
Arc Mastermind will be in range momentarily.
Blue Bandit's spell needs five more turns to recharge.

Status of Forces
Summit: Unharmed, +74 Rock On bonus.
Blue Bandit: Unharmed, +74 Rock On bonus, five turns of spell Cooldown remaining, 6 stacks of Slicer of Throats (+30% Resilience, MM, and Damage).
Arc Mastermind: Unharmed, +74 Rock On bonus.
Floral Glory: Impaled, 7272 Health, +74 Rock On bonus

Team GEAR: Inbound, 10 turns.
Emissaries of Light: Scholar and Monk left for "something" yesterday and still haven't returned, present members are embarking on a helicopter.
----

+100 EXP High Value Targets
+60 EXP 3 Dark Star Casters
+150 EXP Thwarted a flanking attempt
+25 EXP Meet the New Boss…

75 EXP + 335 EXP = 410 EXP

[X] EXP Plan?

-Standby for Basilicom Transmission-
 
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A real piece of work. Nothing you guys can't handle though. Keep her away from Angels and it should be simple.

(United Darkness - Greater Nightmare) Herokiller Mica

Mica
"I live for this. The fear, the shrieks of dismay, not that you'll live to hear the latter…."
Stats

Health: 11,000
Base Damage: 2,200
Resilience: 999
Magic Modifier: 999

Affinity: Darkness | Despair
Weapon

Cruel Glaive
Level 11
Attacks Per Turn: 3
Affinity: Darkness
Ability: Juggernaut | ???
Spells

Herokiller's Mantle
-Your actions have given weight to your words and that weight empowers your actions.
Level 6
Resilience: 1,200
Magic Modifier: N/A
Affinity: Darkness | Despair
Ability: Boost Self | [Block one Spell]

Extinguish
Level 10
Base Damage: 1,000
Magic Modifier: 250
Affinity: Darkness
Ability: Lightslayer
Abilities

Absence of Light
-Negate all aura effects that originate from a combatant with the Light Affinity.

False Existence
-Increase resilience by (Incoming Damage x 2). Reduce Resilience increase by (25% - Myth, 50% - Legend, 75 - Epic, 100% - Divinity).

Flight
Level 13
-Herokiller Mica is capable of flying at 120mph.

High Speed Combat (LVL 2)
-Herokiller Mica can track and react to objects moving up to 180mph.



(Unified Light) Magical Girl Arc Mastermind

Andromeda Cromwell
Stats

Health: 11,000
Base Damage: 8,000
Base Resilience: 6,000
Magic Modifier: 8,000

Affinity: Technology | Mind | Legend
Weapon


Arc Dynamo Controls all stats
Level 20
Attacks Per Turn: 2
Affinities: Technology
Ability: Auto-Assault | Spell boost
Spells

Flash Forge
-Creates a set of new Arc Dynamos, number determined by magic modifier.
Level 5
Base Damage: N/A
Magic Modifier: 6
Affinity: Technology
Ability: Instant Manufacture

Arc Ray
-Magic laser. +20% Base Damage per Dynamo used to cast.
Level 25
Base Damage: 3,750
Magic Modifier: 5,000
Affinity: Mind | Technology
Ability: Disintegrate

Arc Burst
-Dakka dakka dakka. +20% Base Damage per Dynamo used to cast.
Level 20
Base Damage: 3,000
Magic Modifier: 4,000
Affinity: Mind | Technology
Ability: Danmaku

Arc Spear
-Magical Railgun. Requires four Dynamos, destroys one. +20% Base Damage per Dynamo used to cast.
Level 30
Base Damage: 6,000
Magic Modifier: 6,000
Affinity: Technology
Ability: Juggernaut | Punch-through | Hypersonic

Arc Rain
-Saturation bombardment is fun. +25% Base Damage per Dynamo used to cast, destroys 50% of Dynamos used.
Level 30
Base Damage: 6,000
Magic Modifier: 6,000
Affinity: Mind | Technology
Ability: Collateral Damage

Tenfold Aegis
-A multilayered magical shield, each layer twice as strong as the one before it. Activate and use up a layer when you would otherwise take damage. Layer count dependent on number of Dynamos used, 5 being minimum and 10 maximum.
Level 10
Base Resilience (first layer): 1000
Magic Modifier: N/A
Affinity: Technology
Ability: Adamantine | Damage Barrier | Stack By Level | [Double effect for each cast, remove stack after being ]

Arc Reactor
-Dynamos checked, Arc Progressions nominal. Execute. (increases all stats and Magic Modifier by 20%, doubles flight speed. Arc Mastermind falls unconscious for a duration equal to 75% length of use when released.)
Level 10
Base Damage: N/A
Magic Modifier: N/A
Affinity: Technology
Ability: Boost Self
Abilities

Flight (Boosted)
Level 4
-Max Flight speed of 30 mph. (Arc Mastermind is capable of creating magical platforms mid-air that she is capable of pushing off of, or using to arrest her movement when necessary.)

Dynamo Boost
Level 5
-Arc Mastermind may use her Arc Dynamos to increase the power of spells, each Dynamo after the first gives +100% to Spell Boost. May have up to 10 Arc Dynamos active at once.

Combat Prediction Algorithm
-When taking a full defensive action, Arc Mastermind may designate a target and guarantee successful evasion of said target's attacks for that turn.

Multitasker
-Arc Mastermind may cast multiple spells simultaneously, provided she has the requisite number of Dynamos.

Pay Attention, There Will Be A Quiz
-When an enemy attacks a target within Arc Mastermind's range other than Mastermind herself, she gains a free attack against that enemy.

All According To Plan
-Negate most damaging attack that would harm Arc Mastermind in a given turn.


(ICETHORN) Magical Girl Blue Bandit

Heidi Jurgan

Stats

Health: 900
Base Damage: 975
Base Resilience: 540
Magic Modifier: 140

Affinities: Sky | Deception | Myth
Weapon


Wind's Kiss (sniper rifle)
Level 13
Attacks per Turn: 1
Affinities: Sky | Deception
Ability: Backstab

Zephyr
Level 7
Attacks per Turn: 2
Affinities: Sky | Deception
Abilities: Backstab | Multi-Slash
Spells

Bolt From the Blue
Lightning strikes your enemies.
Level 14
Base Damage: 4900
Magic Modifier: 140
Affinity: Sky | Deception | Myth
Abilities: Lethal Surprise | Dazzle | Stun | 10-Turn Cooldown

Zero In
Level 5
Base Damage: N/A
Magic Modifier: 5
Affinity: Deception
Ability: Increase Stack By Modifier (Slicer of Throats)
Note: Cannot increase stack above spell level.

Abilities

Slicer of Throats
Level 9
-Gain a stack of Slicer of Throats when you kill an enemy with Backstab activating. +5% to Damage, Resilience, and Magic Modifier for each stack. Max stack equal to level.

Upon Death's Wings
-Spend two stacks of Slicer of Throats to teleport to a foe when you kill them with Backstab activating.

Frenzy
-Spend a stack of Slicer of Throats to make a free attack with Zephyr.

Cloaked by Wind
-Make no sound unless you wish to. Invisible when not moving.

Daredevil
Level 12
-Governs Health. Gain a stack of Slicer of Throats whenever you take damage.

Resilience
Level 9
-Governs Resilience.

Master Skill
-Sacrifice three moves to negate opponent's action.

Fury of the Storm
-Double damage dealt while raining, triple it if there's a thunderstorm.


(ICETHORN) Magical Girl Floral Glory

Amber Bellum

Stats

Health: 13,000
Base Damage: 770
Base Resilience: 1,560
Magic Modifier: 560
Affinities: Life | Light | Legend
Weapon


Razor Petals

Level 7
Attacks per turn: 3
Affinities: Life | Light
Ability: Limitless
Spells

Thousand Cutting Blades of Grass
-Grow impossibly sharp plants underneath your foes.
Level 11
Base Damage: 825
Magic Modifier: N/A
Affinities: Life | Legend
Ability: Triple Cast

Abilities

Enveloping Attack
-Cannot be Intercepted.

Nothing but Flowers
-Become invisible when near plant-life and not attacking.

Tree-Walk
-Teleport from one piece of living wood to another piece within your line of sight.

Vitality Surge
Level 10
-Floral Glory and her allies recover 30% of their max Health each turn. Increase Health by 100%.

Skilled
-Sacrifice four moves to negate opponent's action

Blood-Stained Offshoots
-When you kill an enemy you may make an attack on targets next to that enemy. Recursive.

Steel Body
Level 13
-Controls Health and Resilience. Reduce damage taken by 25%.
 
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Hooo boy.
1) Arc Mastermind has Arc Spear - which is a decent enough spell (Juggernaut) from a Legend. It's enough to kill Greater Nightmare, Herokiller Mica
2) We have Guardian Touch. First casting goes to Floral Glory, then we stack it on anyone that is attacked by Herokiller Mica. In fact, do this:
[ ] Reconfigure Panoply to Omni-Caster, the more the better.
-[ ] Guardian Touch for Everyone!

This provides everyone with 4000 renewable HP and 1000 extra Resilience.

I don't trust our Wave Force not to have Floral Glory or someone else shoved in front of it by the dark angel. Sorry.

Also, unfortunately, Horrorslayer costs 420 XP, we only have 410... I've mentioned it as a good option to purchase - just our luck it's become necessary earlier than we wanted to - and we're short on XP.

EDIT: More (much more) detailed plan is further down.
 
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I was actually wondering how discriminating our teleport is

Like, if we tried to teleport to Floral Glory and then teleport awau, would it take her off the spear, or would Micah come along for the ride?

Never mind the fact that that's a reckless and risky plan in the first place, I'm just wonsering if it's even possible
 
I was actually wondering how discriminating our teleport is

Like, if we tried to teleport to Floral Glory and then teleport awau, would it take her off the spear, or would Micah come along for the ride?

Never mind the fact that that's a reckless and risky plan in the first place, I'm just wonsering if it's even possible
My plan, such as it is, provides Floral Ferry (the most vulnerable one) with enough ablative defenses to stall or even negate what damage Mica may cause. Certainly it would work against Extinguish, when combined with Floral's own defenses.

Regarding Floral Glory. She currently has 7272 HP, while after being Extinguished she had 9982 HP. She was impaled.
9982-7272=2710 Damage. Final End Damage. Which means 3614 End Damage.
Checking the spear of Herokiller Mica. 2200 Damage, Juggernaut, ??? Ability, d999 Mmod. Juggernaut drops FG's Resilience from (1560 Base, +74 Rock On, + d560 Mmod) to (390+18+d140), or 409-548. Enough to maybe negate that d999 Mmod on the Cruel Glaive.

Good news is that Cruel Glaive doesn't have Lightkiller, so there is that. But it's done more than the usual share of damage, so some kind of added factor has to be there.
 
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False Existence
-Increase resilience by (Incoming Damage x 2). Reduce Resilience increase by (25% - Myth, 50% - Legend, 75 - Epic, 100% - Divinity).

so it's litrally impossible to hurt her without a high-end AP affect or a high existence modifier. Fortunately, team GEAR is en route to casually swat her, but it wouldn't be a gear mission if someone didn't die screaming so that doesn't really help our odds.

maybe buff floral glory? from what I can tell the hero killers attacks are not super hard hitting, they just shut down healing and go through defenses well.
 
75 EXP + 335 EXP = 410 EXP
A real pity we're 10XP away from Darkslayer. Otherwise, she'd be in a whole world of hurt.

We'd need to get Floral Glory away from Mica before anybody can safely bombard / contain her. Maybe a Shift into Ramming Speed into Aggressive Consumption? Blue Bandit's Bolt from the Blue has a stun, but not only might it be on cooldown, Mica will probably negate such a strong spell or Floral Glory might also get hit by it.
 
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I've done the first iteration of the plan. Feel free to pick on it.

[ ] Plan Goalkeeper
[ ] You will need Wave Force to slay the dark angel if it's a Greater Nightmare - you're worried it'll kill Floral Glory, so let's not.
-[ ] Sub-Plan End of the Nightmare
--[ ] Reconfigure your Panoply to have Omni-Caster x2, Intercept, and Adamantine. You're playing protector/decoy.
--[ ] Cast Guardian Touch on Floral Glory and Arc Mastermind once she arrives. Be prepared to cover other allies as needed.
--[ ] Serve yourself as an obvious target, Intercepting the normal stabs with your Panoply. You can fly faster than the angel, you can do it.
--[ ] Instruct Arc Mastermind to prepare something that can actually kill a Greater Nighmare.
--[ ] Tell Blue Bandit to ready her finisher. If the enemy cannot move, they cannot evade Arc Mastermind's Arc Spear. Tell them both to coordinate.
--[ ] Ready your Quell Spell - just in case the Nightmare decides to play some kind of defensive trump, you're ready to counter it.
-[ ] Sub-Plan Damsel in Distress
--[ ] As was previously said, cast Guardian Touch on Floral Glory
--[ ] Shift into "in your face" range and forcibly separate the dark angel and Floral Glory. Guardian Touch should make further damage to our ally negligible.
--[ ] Distract and harry, don't let the dark angel move to attack the others. Get someone to pull Floral Glory away from ground zero then slam Halting on the area.
--[ ] Ask someone to also keep an eye on Floral Glory's well-being. It wouldn't do if she bleeds out while you're fighting.
After seeing Plan Emergency Evac, I reworked some of my plan. The most obvious, is that I put Sub-Plan Damsel in Distress first. Green votes are modified.

[X] Plan Goalkeeper
[X] You will need Wave Force to slay the dark angel if it's a Greater Nightmare - you're worried it'll kill Floral Glory, so let's not.
-[X] Sub-Plan Damsel in Distress
--[X] Reconfigure your Panoply to have Omni-Caster x2, Intercept, and Adamantine. You're playing protector/decoy.
--[X] Cast Guardian Touch on Floral Glory, preferrably before Shifting if possible, right after if not.
--[X] Shift into "in your face" range and forcibly separate the dark angel and Floral Glory. Shove-tackle Floral off the spear if you have to, and use Elsewhere for her to land near Blue Bandit. Guardian Touch should make further damage to our ally negligible.
--[X] Ask someone to keep an eye on Floral Glory's well-being. It wouldn't do if she bleeds out while you're fighting. Recast Guardian Touch on her as needed.
--[X] Distract and harry, don't let the dark angel move to attack the others. Slam Halting on the area once you're sure Floral Glory won't be returned to Ground Zero by this. For the specifics of "harrying", see the description below.
-[X] Sub-Plan End of the Nightmare
--[X] Cast Guardian Touch on Floral Glory and Arc Mastermind once she arrives. Be prepared to cover other allies as needed.
--[X] Serve yourself as an obvious target, Intercepting the normal stabs with your Panoply. You can fly faster than the angel, you can do it.
--[X] Instruct Arc Mastermind to prepare something that can actually kill a Greater Nighmare.
--[X] Tell Blue Bandit to ready her finisher. If the enemy cannot move, they cannot evade Arc Mastermind's Arc Spear. Tell them both to coordinate.
--[X] Ready your Quell Spell - just in case the Nightmare decides to play some kind of defensive trump, you're ready to counter it. Cast Quell to distrupt its spells.
--[X] Barring Floral Glory's or another ally's death or life-threatening situation, your priority is - don't let the Nightmare escape.
--[X] If Herokiller Mica survives the Arc Spear somehow, and you have a clear shot, use Wave Force liberally to finish the job
.

EDIT: Nearly forgot.
[X] Save XP
My previous post with XP analysis doesn't give us anything that's going to overturn this battle. Except if we get flight to 20 - this will make us faster than the dark angel's high speed combat - which is well within our options. But I don't wanna.


Now to questions etc.
1) The "Save Floral Glory" part is really rough. Please give your input.
2) I'm not sure if an attempt to grapple the dark angel might work. If it has merit, if it'll get us killed, et cetera. Please give your input.
3) @kelllogo please tell us the overall situation. How many, if any, enemy's combatants might go in to reinforce Herokiller Mica and break the stalemate?
4) @kelllogo I thought all Greater Nightmares have Horror and/or are susceptible to Horrorslayer by default. Why doesn't Herokiller Mica has Horror, and is she susceptible to Horrorslayer?[/spoiler]
 
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Potentially interesting spot:

vs

Will purchasing Flight to 20 get us above that threshold and enable a Ramming Speed ploy?
Actually, not really. Yes, she won't be able to track us well. But Ramming Speed is obvious enough that interposing Floral Glory is still an option. Straight-line attack. We don't have the Boosted Flight to be able to take advantage of it as best as we could.
 
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