Under the Open Sky (CWMGQ Spinoff)

Is this the final vote tally or just a current one?

That said I'm relying on Summit's Argus Watchfulness to keep track of surroundings. She is, after all, always on guard.

If it isn't the final tally, please discuss: Should I keep the plan as-is, or should I ask: Blue Bandit to keep an eye out for trouble, and an eye on Floral Glory; Arc Mastermind to take the shot without waiting for Blue Bandit's spell cooldown to end?
 
I think the plan is pretty okay as is. More eyes on our surroundings certainly won't hurt though
 
I think the plan is pretty okay as is. More eyes on our surroundings certainly won't hurt though
Well if you think so. Imma post the possible version.

Plan Goalkeeper v.1.2 (the one currently active) said:
[ ] 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.
[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
.

[ ] 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 Damsel in Distress
--[ ] Reconfigure your Panoply to have Omni-Caster x2, Intercept, and Adamantine. You're playing protector/decoy.
--[ ] Cast Guardian Touch on Floral Glory, preferrably before Shifting if possible, right after if not.
--[ ] 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.
--[ ] Ask Blue Bandit 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 Floral Glory as needed.
--[ ] 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.
-[ ] Sub-Plan End of the Nightmare
--[ ] 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 keep an eye on the surroundings and the approaching lobster. It wouldn't do to be blindsided while we're dealing with the Nightmare - or to sneak over and finish off Floral Glory. Tell her to use her discretion in dispatching those trying to interfere.
--[ ] 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.
--[ ] Barring Floral Glory's or another ally's death or life-threatening situation, your priority is - don't let the Nightmare escape.
--[ ] If Herokiller Mica survives the Arc Spear somehow, and you have a clear shot, use Wave Force liberally to finish the job
.
 
Well if you think so. Imma post the possible version.



[ ] 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 Damsel in Distress
--[ ] Reconfigure your Panoply to have Omni-Caster x2, Intercept, and Adamantine. You're playing protector/decoy.
--[ ] Cast Guardian Touch on Floral Glory, preferrably before Shifting if possible, right after if not.
--[ ] 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.
--[ ] Ask Blue Bandit 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 Floral Glory as needed.
--[ ] 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.
-[ ] Sub-Plan End of the Nightmare
--[ ] 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 keep an eye on the surroundings and the approaching lobster. It wouldn't do to be blindsided while we're dealing with the Nightmare - or to sneak over and finish off Floral Glory. Tell her to use her discretion in dispatching those trying to interfere.
--[ ] 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.
--[ ] Barring Floral Glory's or another ally's death or life-threatening situation, your priority is - don't let the Nightmare escape.
--[ ] If Herokiller Mica survives the Arc Spear somehow, and you have a clear shot, use Wave Force liberally to finish the job
.
I was hoping for someone else to point these out, but...

Summit is currently carrying Blue Bandit.
Guardian Touch is, like the name, a touch ranged spell.
You get one "space warping" action per turn. It takes a little while for space to 'untwist' enough from a teleport in to be able to use Elsewhere. I'm assuming everyone wants to enact a plan without delay.
If you drop off Blue Bandit now she's too far away to act as minder for anyone, if you bring her with she'll slow Summit down to about 100mph until you drop her (she can land from great heights unharmed as one of her Sky Affinity perks).
 
...I'd forgotten about that

Hmm...

I'd say speed is the most important thing here, so drop her off, count on Arc Mastermind to keep Micah occupied long enough for Team GEAR to happen to her, and focus our efforts on keeping discount Yuuka alive
 
[x] Plan Emergency Evac v2
-[x] Panoply to Rain of Blows, Intercept, Crush and Adamantine
-[x] Drop off Blue Bandit
-[x] Shift in between Floral Glory and the Nightmare, on to of the Nightmare's spear, facing Floral
-[x] Cast Guardian Touch on Floral Glory
-[x] Shove-tackle Floral off the spear
-[x] Fly as fast as possible, carrying Floral Glory, up and towards the nearest tree that isn't behind the defensive lines.
--[x] Tell her to run and drop her off.
-[x] Get the Nightmare to back off by hitting it with a quick Wave Force
-[x] Following that, get ready for neutralization and interception, since your normal attacks won't harm it.
-[x] Tell Arc Mastermind that the target is a Greater Nightmare, and the area is under the effect of Grand Dispel.
Added in dropping off Blue Bandit and telling Arc about the "Greater Nightmare" bit, and removed the Elsewhere, as we'll have used our "Impeller" action for the turn.
In addition, switching from a purely defensive role to hitting the Nightmare with Wave Force. Does the Grand Dispell effect stop spells cast outside the AoE?
 
I was hoping for someone else to point these out, but...

Summit is currently carrying Blue Bandit.
Guardian Touch is, like the name, a touch ranged spell.
You get one "space warping" action per turn. It takes a little while for space to 'untwist' enough from a teleport in to be able to use Elsewhere. I'm assuming everyone wants to enact a plan without delay.
If you drop off Blue Bandit now she's too far away to act as minder for anyone, if you bring her with she'll slow Summit down to about 100mph until you drop her (she can land from great heights unharmed as one of her Sky Affinity perks).
This is why I'm asking for input actually. To catch the issues before they ruin us.

At work now, can't change plan yet. But it seems grappling will be in order...

Also, was mislead by the next upgrade of Guardian Touch - it has Target-by-Modifier, we have Spell Boost, so I thought it was ranged... To buff legions.
 
Well if you think so. Imma post the possible version.
[ ] 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 Damsel in Distress
--[ ] Reconfigure your Panoply to have Omni-Caster x2, Intercept, and Adamantine. You're playing protector/decoy.
--[ ] Cast Guardian Touch on Floral Glory, preferrably before Shifting if possible, right after if not.
--[ ] 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.
--[ ] Ask Blue Bandit 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 Floral Glory as needed.
--[ ] 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.
-[ ] Sub-Plan End of the Nightmare
--[ ] 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 keep an eye on the surroundings and the approaching lobster. It wouldn't do to be blindsided while we're dealing with the Nightmare - or to sneak over and finish off Floral Glory. Tell her to use her discretion in dispatching those trying to interfere.
--[ ] 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.
--[ ] Barring Floral Glory's or another ally's death or life-threatening situation, your priority is - don't let the Nightmare escape.
--[ ] If Herokiller Mica survives the Arc Spear somehow, and you have a clear shot, use Wave Force liberally to finish the job
.
Sooo. Let's see if we cannot solve the issue.

1) We can approximate the giant crab AND team GEAR to arrive by Turn 10.
2) We can expect Blue Bandit to recharge her spell in 5 turns.
3) Since we can teleport right to Floral Glory (and the math works out), we're at most 700 meters out.
4) Flight speed 100 MPH equals approximately 450 meters per 10 seconds.
5) Herokiller Mica is an angel in form, which means it's about 9 ft in height at least...
6) Blue Bandit doesn't exactly have rapid movement abilities. On the other hand, she is exceptionally stealthy.
7) We are, ultimately, a member of military, and we have (sorta) a chain of command. Or in other words, no reckless actions where we can be reprimanded.

Finally, something I should have done earlier - Wave Force calculations.
Wave Force has Unstoppable, Scale to Target - 80% HP, we can Spell Boost for 1200/600, and have Mmod 400 on the spell itself.
Mica has 11000 HP, so 8800 HP on base damage. Add 1200 and we have 10000 damage on the face, and additional 200 from Light of Discovery. Finally we roll Mmod. Which means we can get a minimum of 10200 and a maximum of 11200 damage on it.

Ramming Speed afterwards has 2900 +d855, Juggernaut, vs 5800+(d855*2)+1000+d1000, more or less. Juggernaut means we can deal 2900+d855 vs 1700+(d855/2)+d1000... Hmmm. Roll 855 and we get 3755-1700-428=1627, roll 1 and we get 2901-1700-1=1200. Which means we get 201-1627 damage... 800 damage out of it all is a good chance. Juggernaut also has Knockback... And body modifiers from Massive Damage are a thing...
*GRINS MADLY*

[ ] 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 Damsel in Distress
--[ ] Reconfigure your Panoply to have Omni-Caster, Double Hit, Intercept, and Adamantine. You're playing protector/decoy.
--[ ] Release Blue Bandit. Keep others appraised of your plans.
--[ ] Cast Guardian Touch on Floral Glory, preferrably before Shifting if possible, right after if not.
--[ ] 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 (*OOC: snip*). Guardian Touch should make further damage to our ally negligible.
--[ ] 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 Floral Glory as needed.
--[ ] Once Floral Glory is no longer in immediate danger, move to Mica and cast Ramming Speed to knock her into the air. Don't let the Nightmare descend.
--[ ] Distract and harry, don't let the dark angel move to attack the others. Slam Halting on the area and keep the Nightmare in the air and above you.
-[ ] Sub-Plan End of the Nightmare
--[ ] Serve yourself as an obvious opponent, Intercepting the normal stabs with your Panoply. Keep Nightmare above you and away from others.
--[ ] Appraise everyone of Floral Glory's situation. Ask Arc Mastermind to prepare something that can actually kill a Greater Nighmare, and warn you're trying your own. Warn that a Grand Dispel effect will be likely, collateral might me an issue. Tell Blue Bandit to keep an eye on the surroundings and the approaching lobster.
--[ ] Slow-cast Wave Force at Mica from below. Then fast-cast it again for good measure. If she's still alive but hanging barely ram her with Ramming Speed till she dies, and move to Floral Glory.
--[ ] Keep Halting going throughout the battle. If Mica tries to disengage or descend, prevent her from doing so.
--[ ] Once you're sure your Wave Force made a solid hit, give a status update, check up on Floral Glory and Blue Bandit, offer the latter a pickup.
Hahaha no. When the plan bloat increases for more than one screen in browser, it's time to start slimming.
Version 1.5 - Goalkeeper (Artifact Title)

[X] Plan Goalkeeper
-[X] Preparation: Reconfigure your Panoply to have Omni-Caster x2, Intercept, and Adamantine. Transmit that you're moving in. Release Blue Bandit.
-[X] Shift between dark angel and Floral Glory. Cast Guardian Touch on Floral Glory. Forcibly separate dark angel and Floral Glory.
--[X] Keep an eye on Floral Glory's well-being, ensure the doesn't bleed out. Recast Guardian touch as necessary.
-[X] Once Floral Glory is no longer in immediate danger, move to Mica and cast Ramming Speed to knock her into the air.
--[X] Don't let the Nightmare descend or fly away, keep it in the air. Intercept its attacks with your Panoply. Cast Halting on the area.
--[X] Appraise everyone of Floral Glory's situation. Ask Arc Mastermind to prepare something that can actually kill a Greater Nighmare, and warn you're trying your own. Warn that a Grand Dispel effect will be likely, collateral might me an issue. Tell Blue Bandit to keep an eye on the surroundings and the approaching lobster.
-[X] Move below the dark angel, double-cast Wave Force on it. If it's still alive, finish off using Ramming Speed or Wave Force as appropriate.
--[X] Once it's gone, give a status update, check up on Floral Glory and Blue Bandit, offer the latter a pickup.

@kelllogo, please examine the latest plan and tell me if there are things that are impossible.
Everyone else, please do the same.


Question: Wasn't there supposed to be some kind of a reinforcements team to deal with the crab?
Question: Does Double Hit activate on Intercept attempts?

If the plan pans out, the sequence will go like:
Turn 1 - release Blue Bandit, Shift, Guardian Touch on FG, separate FG and Mica, Ramming Speed Mica into the air.
Turn 1 or 2 (depends on the ruling) - Halting cast on the area.
Turn 2 - generate Wave Force while Intercepting Mica's attempts to move in or away, shoot her with Wave Force, then shoot her with Wave Force again.
Turn 3 - ensure Mica is dead, call everyone up, land near Floral Glory...

Question: Is this realistic?

I was hoping for someone else to point these out, but...

Summit is currently carrying Blue Bandit.
Guardian Touch is, like the name, a touch ranged spell.
You get one "space warping" action per turn. It takes a little while for space to 'untwist' enough from a teleport in to be able to use Elsewhere. I'm assuming everyone wants to enact a plan without delay.
If you drop off Blue Bandit now she's too far away to act as minder for anyone, if you bring her with she'll slow Summit down to about 100mph until you drop her (she can land from great heights unharmed as one of her Sky Affinity perks).
Noted. See the amended plan 1.4 above.
[x] Plan Emergency Evac v2
-[x] Panoply to Rain of Blows, Intercept, Crush and Adamantine
-[x] Drop off Blue Bandit
-[x] Shift in between Floral Glory and the Nightmare, on to of the Nightmare's spear, facing Floral
-[x] Cast Guardian Touch on Floral Glory
-[x] Shove-tackle Floral off the spear
-[x] Fly as fast as possible, carrying Floral Glory, up and towards the nearest tree that isn't behind the defensive lines.
--[x] Tell her to run and drop her off.
-[x] Get the Nightmare to back off by hitting it with a quick Wave Force
-[x] Following that, get ready for neutralization and interception, since your normal attacks won't harm it.
-[x] Tell Arc Mastermind that the target is a Greater Nightmare, and the area is under the effect of Grand Dispel.
Added in dropping off Blue Bandit and telling Arc about the "Greater Nightmare" bit, and removed the Elsewhere, as we'll have used our "Impeller" action for the turn.
In addition, switching from a purely defensive role to hitting the Nightmare with Wave Force. Does the Grand Dispell effect stop spells cast outside the AoE?
Not a bad plan, but I still prefer mine.
 
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Not a bad plan, but I still prefer mine.
I just realized evac v2 won't work because we need omnicaster. So, new plan:
[x] Plan just shoot her.
-[x] Panoply to Omnicaster x2, Intercept, Crush
-[x] Drop off Blue Bandit, inform her we're going in to get Floral and try to kill the Nightmare
-[x] Shift in between Floral Glory and the Nightmare, on to of the Nightmare's spear, facing Floral
-[x] Cast Guardian Touch on Floral Glory
-[x] Tackle-grapple Floral off the spear
-[x] Duel Wave Force on the Nightmare right after
-[x] If it manages to survive, then focus on getting Floral out of range of the Nightmare
--[x] Tell Arc that the target is a greater nightmare and there's a Grand Dispel effect in the area
--[x] If Floral is conscious, reactive, and aware of the situation, drop her off by a nearby tree and then harry the nightmare
---[x] Panoply to Intercept, Crush, Adamantine, and Rain of Blows
--[x] If Floral is insensate, continue flying evasive maneuvers. Avoid attacking and Dodge any spells cast.
Once Floral Glory is off the spear, there's no risk of the wave force chaining to her. Thus, no problem with Wave Forcing it to death. Omnicaster needs to be at level 2 to cast Guardian Touch and two Wave Forces.
 
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Guys, a warning confirmed via Discord.

That "[Block one Spell]" ability on Mica's self buff, it lets her throw away the buff in order to completely negate one instance of spell damage.

That means she can use it to block a Wave Force.
 
Hmm... Yeah at this point might as well just scrap the old plans and come up with something new. Especially since we shouldn't be trying to focus on both things at once. Itamauve's does that pretty well in that it's designed solely around trying to save Floral and then going after Mica if possible.

Not sure if we need to micro staunching her bleeding or not though.
 
Version 1.5 - Goalkeeper (Artifact Title)
@kelllogo, please examine the latest plan and tell me if there are things that are impossible.
I don't get notifications when you edit in the mention.

Double-Hit works fine in Intercepts.

Summit is not yet aware of the ramifications of Inchoate Wave. She's going to realize that she can do the agitate and yank process of Wave Force much faster by, uh, kind of making a tiny FTL event. The aftereffect is obvious. Until she's had a chance to view that effect I'm going to ignore actions to "duel cast" and warn about the Grand Dispel.

You have two selections of Omni-Caster giving three spells total, but are only casting two spells.

Team GEAR will show up at or before the time the giant fire-breathing crab gets close enough to spew fire over the Brandcraft shields. The Emissaries of Light will arrive a couple turns after that.

The reinforcements had a 'best' configuration depending on which person was picked to follow. Angels+Floral would have Felix's angels deal with the casters and Summit stopping Floral from getting impaled. GEAR+Blue/Arc would have Lucky Star eradicate the Nightmare before it could get to Floral Glory and Summit would thump the casters more thoroughly. The Light Warriors would drop like flies if they arrived first and Summit didn't pick Floral as a mission (Herokiller Mica would be happy).
 
Summit is not yet aware of the ramifications of Inchoate Wave. She's going to realize that she can do the agitate and yank process of Wave Force much faster by, uh, kind of making a tiny FTL event. The aftereffect is obvious. Until she's had a chance to view that effect I'm going to ignore actions to "duel cast" and warn about the Grand Dispel.

You have two selections of Omni-Caster giving three spells total, but are only casting two spells.
Noted on Inchoate Wave. I will modify the plan to take it into account.

Again, question - can we instruct Summit to "Wave Force the dark angel into oblivion as fast as you can" and have her take advantage of Inchoate Wave mid-update after she casts the first one like that?

[X] Plan Goalkeeper
-[X] Preparation: Reconfigure your Panoply to have Omni-Caster, Double-Hit, Intercept, and Adamantine. Transmit that you're moving in. Release Blue Bandit.
-[X] Shift between dark angel and Floral Glory. Cast Guardian Touch on Floral Glory. Forcibly separate dark angel and Floral Glory.
--[X] Keep an eye on Floral Glory's well-being, ensure the doesn't bleed out. Recast Guardian touch as necessary.
-[X] Once Floral Glory is no longer in immediate danger, move to Mica and cast Ramming Speed to knock her into the air.
--[X] Don't let the Nightmare descend or fly away, keep it in the air. Intercept its attacks with your Panoply. Cast Halting on the area. Screen your allies from it.
--[X] Appraise everyone of Floral Glory's situation. Ask Arc Mastermind to prepare something that can actually kill a Greater Nighmare, and warn you're trying your own. Tell Blue Bandit to keep an eye on the surroundings and the approaching lobster.
-[X] Move below the dark angel, Ramming Speed it again then unleash Wave Force on it.
--[X] Appraise everyone to results of this attempt. OOC: This is when we learn how Inchoate Wave works and possibly of Mica's shield.
--[X] Keep screening your allies from Nightmare's attacks.
-[X] Coordinate your actions to kill the dark angel. Hem her in for Arc Mastermind's shot, then make your own. Be mindful of collateral damage.
--[X] Once the Nightmare's gone, give a status update, check up on Floral Glory and Blue Bandit, offer the latter a pickup.
 
[X] Plan Goalkeeper
-[X] Preparation: Reconfigure your Panoply to have Omni-Caster, Double-Hit, Intercept, and Adamantine. Transmit that you're moving in. Release Blue Bandit.
-[X] Shift between dark angel and Floral Glory. Cast Guardian Touch on Floral Glory. Forcibly separate dark angel and Floral Glory.
--[X] Keep an eye on Floral Glory's well-being, ensure the doesn't bleed out. Recast Guardian touch as necessary.
-[X] Once Floral Glory is no longer in immediate danger, move to Mica and cast Ramming Speed to knock her into the air.
--[X] Don't let the Nightmare descend or fly away, keep it in the air. Intercept its attacks with your Panoply. Cast Halting on the area. Screen your allies from it.
--[X] Appraise everyone of Floral Glory's situation. Ask Arc Mastermind to prepare something that can actually kill a Greater Nighmare, and warn you're trying your own. Tell Blue Bandit to keep an eye on the surroundings and the approaching lobster.
-[X] Move below the dark angel, Ramming Speed it again then unleash Wave Force on it.
--[X] Appraise everyone to results of this attempt. OOC: This is when we learn how Inchoate Wave works and possibly of Mica's shield.
--[X] Keep screening your allies from Nightmare's attacks.
-[X] Coordinate your actions to kill the dark angel. Hem her in for Arc Mastermind's shot, then make your own. Be mindful of collateral damage.
--[X] Once the Nightmare's gone, give a status update, check up on Floral Glory and Blue Bandit, offer the latter a pickup.
 
Summit is not yet aware of the ramifications of Inchoate Wave. She's going to realize that she can do the agitate and yank process of Wave Force much faster by, uh, kind of making a tiny FTL event. The aftereffect is obvious. Until she's had a chance to view that effect I'm going to ignore actions to "duel cast" and warn about the Grand Dispel.
Oh, that makes sense...

Also, random thought: what does adding Omnicaster do to the appearance of the Panoply? What about Laser? Spell Boost? This quest makes me curious about that. I'd imagine that Double Hit means Anna makes a duplicate weapon, and then makes additional arms for additional weapons on the higher levels. I'd also imagine that Ray on Melee forms means it's a buzzsaw or chainsword, or a drillhead for Armor Pierce/Juggernaut. Burn/Melt would take inspiration from Basque and add plasma vents to the weapon like Valk weapons. Not sure about Rend either.

[x] Plan just shoot her v1.1
-[x] Panoply to Omnicaster, Adamantine, Intercept, Crush
-[x] Drop off Blue Bandit, inform her we're going in to get Floral and try to kill the Nightmare
-[x] Shift in between Floral Glory and the Nightmare, on to of the Nightmare's spear, facing Floral
-[x] Cast Guardian Touch on Floral Glory
-[x] Tackle-grapple Floral off the spear
-[x] Wave Force on the Nightmare right after
-[x] Focus on getting Floral out of range of the Nightmare
--[x] Tell Arc that the target is a (badly injured) Greater Nightmare
--[x] If Floral is conscious, reactive, and aware of the situation, drop her off by a nearby tree and then harry the nightmare
---[x] Panoply to Intercept, Crush, Adamantine, and Rain of Blows
--[x] If Floral is insensate, continue flying evasive maneuvers. Avoid attacking and Dodge any spells cast.
-[x] If Floral Glory has escaped, Ram and Wave Force the Nightmare as soon as possible. Otherwise, wait for Arc Mastermind to kill the Nightmare.
-[X] Once the Nightmare's dead, check up on your allies and give a status report.
--[x] Offer Blue Bandit a lift.
--[x] Shift the Panoply to Danmaku, Heavy Caliber, Laser, and Multishot, and start charging to get crab legs.
 
Also, random thought: what does adding Omnicaster do to the appearance of the Panoply? What about Laser? Spell Boost? This quest makes me curious about that. I'd imagine that Double Hit means Anna makes a duplicate weapon, and then makes additional arms for additional weapons on the higher levels. I'd also imagine that Ray on Melee forms means it's a buzzsaw or chainsword, or a drillhead for Armor Pierce/Juggernaut. Burn/Melt would take inspiration from Basque and add plasma vents to the weapon like Valk weapons. Not sure about Rend either.
Spell Boost makes you trail multi-colored, mostly purple, kirby dots. Omni-Caster doesn't have a visual tell (maybe glowing orbs hover nearby at higher levels?). Laser makes a bunch of obvious "capacitors" that glow with Summit's orange weapon color as she charges her attack.
 
Crossworlds 13.2 (Herokiller Mica)
"Floral is in trouble. I'm going to intervene." you declare.

Blue Bandit snaps her eyes open and looks around. "Oh…"

"I'm going to put you down some-"

"Just let go! I can land fine!"

Underneath you streams of napalm pour over demons crippled by the mines. You release Blue Bandit and toss her to land inside the strongpoint.

'This is Summit. I'm going to get Floral clear of that thing.' you transmit.

With that you've flown to shifting range and reconfigured your Panoply. The tide of demons crashing against the fortified point vanishes and you are now just above Floral Glory.
**How dare it
Your comrade does not look good. Floral Glory is pale and she has both of her hands behind her back trying to push herself off the forked spear impaling her. Copious amounts of blood stain her clothing and give the dark angel's armor a red sheen. Her vivid green hair has gone dull, and the aura she usually radiates is vacant.

What has that thing done?

First you need to get Floral out of its grasp. You drive your Panoply forward like a wedge to slam into the dark angel's weapon arm.

This brings you within reach of Floral, "Guardian Touch!"

(Floral Glory's Resilience and Max Health have increased! Resilience is now 2560, Health is now 11272/17000)

And puts you in between the thing and your friend so you can push them apart. The dark angel lets go of her spear and tries to move one of her hands to choke you. Wings wrap around to trap you.

Floral limply falls the scant few feet between her and the ground. You dart out a limb from your Panoply to yank out the spear so she doesn't hit the ground with it embedded in her.

(Removing the Hook: 2200 Base Damage, Dice Negated, -500 Carefully, +200 Ripping the Bandaid Off Really Fast, +2200 Mortal Wound = 4100 Damage

Magical Girl Floral Glory: 2560 Resilience, +183 Dice, -1920 Juggernaut, -200 In Severe Pain, +40 Guardian Touch = 663 Damage Reduction

3447 End Damage
25% Iron Body
2578 Final End Damage

Magical Girl Floral Glory: 11272 - 2578 = 8694 Health)


Floral Glory whimpers and curls up on herself when she hits the ground. Both of her arms move to cover the wound to her gut, but a distressing amount of blood drips from her back. There's nothing for it at the moment, you can find medical care after the nightmare is defeated.

'Get clear! I'm ready!' Arc Mastermind shouts into her radio while you fight. Next to her four of her spikes spin in a circle with narrow points facing inward while a fifth stays near the center.

Even with the wings the dark angel can't get a solid grip on you. The Panoply rolls under her grip and you strike her free arm away to clear an escape for you. A solid push has the pair of you moving away from each other with you battering a wing aside.

The recovery on the part of the dark angel is whipcord quick, her wings yank back and start to fold in as a foot hits the ground to drive her back towards you. It's going to be an airborne lunge that tries to grapple with you again.

"Ramming Speed!"

She's going to suffer all the momentum you can conjure right on her pale face.

(Ramming Speed: 1700 Base Damage, +246 Dice, +850 Head-On Collision = 2896 Damage

Herokiller Mica: 999 Resilience, +698 Dice, +1200 Herokiller's Mantle, +5792 False Existence, -5993 Juggernaut, +200 Bigger Object in Collision = 2896 Damage Reduction

0 End Damage)


You connect, and for a moment reality steps aside as two mighty effects clash. The instant lingers. You're off balance on the edge of a cliff, the slightest wind capable of throwing you down or pushing you back. Energies that grant Herokiller Mica her invincibility struggle to hold her face together in the face of a 180 mile-per-hour elbow jab.

Neither prevail. The pair of you come to a stop, one against the other. And then reality returns with a vengeance and a check for all the momentum the pair of you have been abusing.

With a jolt you find yourself spinning away from the dark angel. Who is herself tossed to the ground in an ungraceful heap. You have gotten the worst of the exchange as you've been propelled away much quicker. A thought sends hooks from your Panoply to grip the ground, bringing you to a stop just in front of Floral Glory.

This has repercussions for your plan. Maybe she's vulnerable to her own weapon? You grab her spear from where it's fallen.

Mica pushes herself up with her wings and shoots you a look of pure scorn. "You've accomplished nothing. I'm going to make flower girl wilt and nothing-"

A bright ray appears through her, sending her head and part of her torso flying off. A sharp crack fills the air.

You hear a faint "Got 'em!" from Arc Mastermind, interspersed with the sounds of artillery and gunfire.

(Arc Spear: 7200 Base Damage, +1646 Dice, +10852 Spell Boost, +43408 Dynamo Boost, +72 Rock On = 63178 Damage

Herokiller Mica: 999 Resilience, +597 Dice, +1200 Herokiller's Mantle +126356 False Existence, -63178 Weak to Legend, -49032 Juggernaut, -100 Killed Mid-Taunt = 16842 Damage Reduction

46336 End Damage

Herokiller Mica: 11000 - 46336 = -35336 Health)


'Everyone okay?' Arc Mastermind's voice chirps over the radio.

"Are you alright?" you ask Floral Glory, who is still curled up on herself.

She looks a bit better, there's something about her that feels more lively at the moment. Shine is slowly returning to her green hair and the slow bleeding has already stopped.

"I want to go home." Floral Glory whimpers.

(Floral Glory: 8694 + 5100 = 13794 Health)


'I'll need a pickup to assist.' Blue Bandit transmits.

'No. You have a scope, use that.' Arc replies.

Then Arc Mastermind is within shouting distance of you.

"Floral Glory! Get going, you have work to do!"

"I can't…" Floral moans.

The spikes surrounding Arc Mastermind twitch in time with her eye. "We won here! You won! How often have you bragged about regenerating? Get up and get back out there! People will die if you don't!"

Floral Glory rises without further comment and slowly starts walking. Holding her hand to her head while she does so.

"Don't give me that look, your friend got a pep talk. When I next see Scholar of Light she's going to get yelled at." Arc Mastermind points at the enormous crab lumbering towards the lines. "That is Massy. Some kind of stupidly annoying rock-possession demon. Once the METEOR circles soften him up we are flying in to break its legs to let a few theater missiles turn it into gravel. I know it's a bit beyond your weight class, but I need someone watching my back. Think of it as one of the reckless, crazy things they keep us around for."

Around you the pair of Anti-Demon Tanks that were assigned to this strongpoint have pushed forward to fire into the mass of demons hitting the northern strong points. Massive explosions tear holes into the waves that had started to bunch up in the face of minefields and napalm. Artillery lands sporadically, some shells landing in the field of gore Floral Glory had created. A smaller wave is keeping pace with the giant crab and some of the forces to the north and south are dispersing towards the gap in their lines.

It doesn't look like any demons have yet survived to attack the Counter Force soldiers mowing them down. But bodies are starting to pile up faster than the napalm in the north. Hundreds of elves are rushing into lines and the humans are checking their grenades.

The lumbering shape of the enormous crab is lit up by a flame spouting from its mouth. The intensifies into a vast torrent of red fire flowing right at you. You crouch to the ground to brace, but Arc seems unperturbed even when staring right at it.

A red field appears from nowhere around you and around the Anti-Demon Tanks that had left the strongpoint. Massy's fire breath vanishes in an ever-growing volume as the fields absorb energy from it.

"What do you think Summit? Should we approach from above?"

The flames were fast and followed a roughly ballistic arc. The crab could reach you while flying at any convenient height… no, its body couldn't angle itself that high. "That seems prudent."

"I'm going to detonate my Dynamos at the joints to disable the legs. While I'm doing this you will guard me and engage lesser foes, alert me if something seems wrong. I know you're fast, but you're not strong or tough enough to take point here."

On one of the floating platforms the team of fairies raised a hand as one. Everything felt slightly heavier as a great weight of magic made the air feel thick. Then stone screamed as pillars of rock appeared from nothing and shot towards themselves in a spherical spiral. Air howled with high-speed winds from the air getting sucked into the ball of crushed rock. The magic that had sunk into it blazed with a fierce white light as the orb rose higher.

At an unseen cue the still-screaming ball of fire and stone halted in mid-air for an instant. It then streaked down like the fist of an angry god, so quickly that even your eyes couldn't track how fast it became in the last half of its trajectory. The effect is dramatic, white-hot rocks splash outward and a river of burning hot air follows after. What demons had been within 200 meters of the crab were struck down and set aflame.

But for all that the monster it struck seems aggravatingly intact. There is a deep gouge torn from its shell and it has lost its footing.

(War Book: METEOR: 500000 Base Damage, +7640 Dice, -100000 Hitting the Toughest Part = 407640 Damage

Massy: Unstoppable

407640 End Damage
87% Titanic Enemy
52994 End Damage

Massy: 1000000 - 52994 = 947006 Health)


Arc Mastermind shouts something you can't hear over the roar of burning air. The spikes surrounding her begin to shine with an internal light.

(Arc Reactor Activated!)

Another group of fairies acts as one to conjure another impact. Even knowing what's coming you find yourself unable to track how fast the METEOR gets before impact.

(War Book: METEOR: 500000 Base Damage, +5799 Dice, -100000 Hitting the Toughest Part = 405799 Damage

Massy: Unstoppable

405799 End Damage
87% Titanic Enemy
52754 End Damage

Massy: 947006- 52994 = 894252 Health)


Arc Mastermind zips forward and you take flight to keep up.

At the northern strongpoint you see the elves holding back a stream of demons, right before all the hellish troops explode into shreds of flesh and brightly glowing petals. The effect is rather pretty to watch as the agitated flecks of light float in the shockwave of the recent METEOR strike.

Arc Mastermind reaches the apex of her flight path and starts descending. You keep pace. By the time you reach it there will be less than a minute for the crab to walk over the lines of the Counter Force. The thought of that fire breath getting past the brandcraft protections is not a pretty one.

A trio of helicopters zip into view from the mountains to the west. It looks like they're headed towards the remaining concentration of demons that's dying on the southernmost strongpoints.

'This looks straightforward. I'll focus on the south legs first.' Arc Mastermind holds her radio to her mouth to transmit.

You catch a glimpse of something underneath the crab (Magic, Insanity, Legend) and a bit of magical shadow flies to grasp the underside of a claw.

"There's a Magical Girl present beneath Massy." you transmit and say from just above Arc.

"Her." she hisses.
----

[X] Battle Plan?

You have a hunch that Arc Mastermind isn't going to stick to her plan.
Summit's Magical Girl instincts: STAY OUT OF PUNCHING RANGE!!! (The girl, the crab is fine in comparison)
Assume one hostile Magical Girl and one shadow of said MG.
Unless specified otherwise you will dive to the south side of the Crab Demon and start fighting there.
Each leg disabled gives an extra turn.
Team GEAR drops in in 5 turns. Which is also when Massy kool-aid man's through a strongpoint and starts roasting elves and fairies.
Arc Mastermind is presently in touching distance.

Status of Forces:
Summit: Unharmed, +74 Rock On bonus.
Arc Mastermind: Unharmed, Arc Reactor Active, 10 layers of Tenfold Aegis, +74 Rock On bonus.
Blue Bandit: Scoped in, doesn't have a clear shot, Too far away to use her spell, +74 Rock On bonus.
Floral Glory: Healed to full, upset and exhausted, No MM, 50% damage and resilience, +74 Rock On bonus.

Massy: All Limbs intact, large gouge above one leg, 894252 Health
Magical Girl ??????? ??????: ???
And Her Shadow: ???
----

+200 EXP Nightmare Eradicated
+50 EXP Saved Floral Glory

410 EXP + 250 EXP = 660 EXP

[X] EXP Plan?
 
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As Requested...
Giant Fire-Breathing Demon Crab

Massy
"A knife is useless against those massive claws! They could rip a tank apart!"
Stats

Health: 1,000,000
Base Damage: 15,000
Resilience: 6,000
Magic Modifier: 5,000

Affinity: Earth | Water | Fire | Horror
Weapon

Massive Claws
Level 25
Health: 35,000
Resilience: 7,500
Attacks Per Turn: 2
Affinities: Earth | Horror
Ability: Pin | Juggernaut | [Huge Enemy (75%)]

Trample
Level 20
Attacks Per Turn: 1
Affinities: Earth
Ability: Crush
Spells

Hellfire
Level 30
Base Damage: 18,000
Magic Modifier: 6,000
Affinity: Fire | Horror
Ability: Apocalypse
Abilities

Titanic Enemy
-Giant Fire-Breathing Demon Crabs take 87% less damage from smaller enemies.

The Ground Trembles with Every Step
-Free Trample attack when moving next to smaller foes.

Vast Body
"It's about a hundred acres big. Good luck!"
-Treat Max Health as 5,000 for Scale-to-Target effects

"...For Massive Damage"
-Giant Fire-Breathing Demon Crabs may have their legs (6), and arms (2) individually targeted (See weapon stats).

Dismantle
-Increase damage against Pinned targets by 100% for each turn they've been Pinned.


(Unified Darkness) Magical Girl Lunatic Psyker

Adelaide Cromwell
Stats

Health: 15,000
Base Damage: 4,000
Base Resilience: 6,000
Magic Modifier: ???

Affinity: Magic | Insanity | Legend
Weapon


Fists Controls all stats
Level 20
Attacks Per Turn: 6
Affinities: Magic
Ability: Catastrophic Damage

Spells

Psycho Punch
-Get Rekt
Level 40
Base Damage: ???
Magic Modifier: ???
Affinity: Magic
Ability: Juggernaut | ???

???
Level ???
Base Damage: ???
Magic Modifier: ???
Affinity: Magic
Ability: ???
Abilities

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

???
-???
 
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