Celestial Severance
-A One-Hit linear attack that obliterates everything in it's path.
Level 17
Base Damage: 3,276,800 x2
Magic Modifier: 450 +25
Affinity: Purity | Divinity
Ability: Unstoppable | Prime Evil Slayer | Double Cast | Echo
Starshine
-Watch the sky fall.
Level 17
Base Damage: 3,508 x1.25
Magic Modifier: N/A
Affinity: Purity | Divinity
Ability: Rain of Light | Prime Evil Slayer | Quadra-Magic | Target: Army
Abilities
Flight (Boosted):
Level 28
-Solid Core is able to fly at 270mph. (Solid Core is capable of creating magical platforms mid-air that she is capable of pushing off of, or using to arrest her movement when necessary.)
INDESTRUCTABLE CORE
Level 25
-The ultimate CORE frame. Once per turn if Nepgear would be killed, instead reduce her Health to 1. Nepgear is also immune to damage over time effects, as well as any form of mental pollution or mind control. In order for Nepgear to receive damage, the damage must exceed 99% of her total health. If this threshold is surpassed, reduce the incoming damage by 99%. Frame is capable of surviving CORE BREACH.
Skilled
-Sacrifice four moves to negate an enemy attack.
Core Purge (Active)
Level N/A
-For five turns reduce Health by 5% per turn. All enemies within 50 meters take (Health Cost x 75) in damage per turn. Reduce Base Resilience by 25%.
No Longer Human
-Negate 50% of Total End Damage. Ignore body damage modifiers. Stacks with Armored Core.
Gehaburn
-During combat, Nepgear can kill a friend to gain a stacking x2 multiplier to her offense for the duration of the combat arc. Every friend she kills increases the stack by another x2 multiplier. Friends killed by Nepgear cannot be effected by the Reincarnate ability, or any of it's derivatives.
High-Speed Combat (Level 4)
-Nepgear is able to track objects moving up to 360mph.
The Insurmountable Gap
-If Final End Damage dealt to an opponent exceeds 50% of their health, double the damage dealt.
Echo of Peace
-Presence of the ???? Core creates energy fields that reduce all hostile damage by 65% across the battlefield for Allied entities. Reduction is applied before damage calculation. Solid Core is unaffected by the damage reduction.
Supremacy Zone
-I shine as a star in the sky. So long as Solid Core can be considered 'in the air' she is immune to all damage from ground-based sources, though they can knock her out of the sky. When engaging in combat with an aerial opponent, increase Solid Core's damage by 50%. While in the air, Solid Core will automatically Intercept all enemy attacks that are aimed at her or her allies so long as they are within line of sight. If an aerial Intercept is successful, double the damage caused by Solid Core. During an Army Action, Solid Core will also bombard the Opposing Army with basic attacks thirty times per turn.
Fractal Synchronization
-Solid Core is capable of aligning her Attack Spells with those of her allies in order to Synchronize them and create newer, stronger spells. If an ally has a Core Connection, multiply the Synchronization Result by Thirty.
Calamity Circuit
-Full power from The ??? Core. Nepgear's Spell limit has been removed.
Segarite Core
-Self-sustaining love... Each turn Nepgear gains 75% of her maximum health with no upper limit. Excess health is shed after the fight ends.
Shop
Current EXP: 2,735
Purifier Beam: Extension
-50xp
Double the base power of the Purifier Beam.
Flight Boost
-25xp
Allows Solid Core to create platforms on which to push off for aerial combat.
Armored Core: Iron
-100xp
Adds a resilience Modifier to base stats. Gants Ability: Solid Core: Armor Level 1.
Interceptor Fire
-50xp
Intercept can be used at range.
Anti-Air Beam
-50xp
Adds a +10% damage modifier when fighting flying opponents.
Long Range Bombardment
-100xp
Adds Collateral Damage to Purifier Beam.
Covering Fire
-75xp
Automatically intercept attacks aimed at allies if caught.
Supremacy Zone
-Anti-Air Beam
-Covering Fire
-Interceptor Fire
-725xp Your presence alone changes the battlefield... Replaces Anti-Air Beam, Covering Fire, and Interceptor Fire. Upgrades Collateral Damage.
Core Amplifier
-75xp
Grants Core Containment ability. Adds a Health Modifier.
Segarite Core
-2000xp
Add ability Segarite Core. Each turn Nepgear gains 75% of her maximum health with no upper limit. Excess health is shed after the fight ends.
Core Purge
-50xp
Grants Core Purge Spell.
No Longer Human
-150xp
Unlocks Ability: No Longer Human. Grants Damage Reduction.
Reequip: CORE CONNECTION
-500xp
Improve Team equipment by connecting them to the ???? CORE. Adds ability Core Connection to members of Team GEAR, improving their stats by x5 in all areas.
Now that Anastasia has unlocked Fractal Synchronization, she can now Synchronize Spells. This mechanics rests heavily in the 'Soft' mechanics of Combat in "Crystalwatcher's Magical Girl Quest!". This Mechanic is in play when two different characters launch a pair of spells, and those spells fuse into an entirely new spell.
These "Synch Spells" as I'll call them can range from "Stronger" than their component parts, to "Weaker". Or in layman's terms: some are better then their component spells, others are less useful than toilet paper in the given situation. Now, this isn't always a bad thing! Specific Spells for your Practitioner Companions, and even Nepgear, can only be unlocked through Spell Synchronization with certain individuals, with specific spells. These will always seem to start out weaker than their component parts, but will inevitably be truly powerful weapons that'll be quietly added to their respective sheets.
As for the abilities of Synch Spells: they won't always match the abilities of their parent spells. For example: you Synch Celestial Severance with Samael's Armageddon Pulse, the resulting Synch Spell Cataclysm Rave won't have either Disintegrate nor Unstoppable. Instead it'll have it's own Supremacy ability.
Now onto actually Synching Spells~
To begin with, for spells to synchronize they need at least one of three things:
An Affinity match. Two Spells with at least one shared Affinity hold the potential to Synchronize.
A Theme Match. If the two spells match in Theme: such as being Sword-Based or 'Laser' based.
A "Third Party" Ability. Such as Commander Mason's Veteran of Hope super ability, or Goddess White's Countdown ability.
When any of these prerequisites are met, Nepgear and her ally will automatically fuse their spells into something new.
Now, some Synch Spells are possible to be cast outside of Synchronization, but at a lower level of power. For a good example of this, we'll be looking at Lucky Star's METEOR spell.
War Book: METEOR
Level N/A
Base Damage: Target Health x50
Magic Modifier: 5,000 (75,000)
Affinity: Wind | Earth
Ability: Total Charge | Target: Army | Juggernaut | Apocalypse | (Synchronize)
The (Synchronize) tag among it's abilities, means that METEOR was originally a Synch Spell. This means that it's operating anywhere from 1/2 to 1/20th the power of the original spell. Lucky Star's METEOR spell in particular is currently at half it's full strength. The true power of METEOR, if cast as it's supposed to is this:
War Book: METEOR
Level N/A
Base Damage: Target Health x100
Magic Modifier: Target's Health
Affinity: Fire | Wind | Earth | Magic
Ability: Auto Max Charge | Target: Army | Unstoppable | Apocalypse
As you can see, this ain't no kiddy spell.
Proper Synch Spells range from "Incredibly Useful" to "Outright Broken". Finding them on the other hand, I'll leave up to you.
The first is by purchasing additional levels in any ability/spell/ect Nepgear already possess. The cost for this is simply: [Current Level] * 10 with multiple levels being calculated sequentially. For example going from Level 3 to Level 4 costs 30XP while going from Level 4 to Level 6 costs 90XP, 40XP for 4 -> 5 plus 50XP for 5 -> 6.
The second is by purchasing new abilities/spells/ect from the shop. The availability of various potential purchases depends upon in game events, previous purchases, and occasional the level of existing abilities/spells/ect.
Stats
Health:
Health represents how much damage Nepgear's body can take before she suffers Core Breach and dies. Nepgear starts with 100 hp before modifiers are applied.
Currently there is only one known modifier for Health:
Core Containment which adds 50 hp per level.
Base Damage:
Base damage represents how much damage Nepgear does with her Purifier Beam and Panzer Blade. Nepgear starts with 10 damage before modifiers are applied.
Currently there are three known modifiers for Base Damage:
Purifier Beam which adds a 1.5x multiplier to Base Damage with each Level after the first.
Beam Extension which added a flat 2x multiplier to Base Damage on purchase.
Sword Skill which currently applies a -25% modifier in close range combat.
Base Resilience:
Base Resilience is the first layer of damage reduction applied to incoming damage and works by reducing incoming damage by it's value. Nepgear starts with 5 resilience before modifiers are applied.
Currently there is only one known modifier for Base Resilience:
Armored Core: [Rank] which adds [Variable] resilience per level.
The value of [Variable] depends upon the current [Rank] with Iron having a [Variable] of 10, Steel a [Variable] of 20, and Mythril a [Variable] of 30.
Magic Modifier:
Magic Modifier determines how large the die rolled to supplement actions such as attacks or defense is. Nepgear starts with a Magic Modifier of 10 before modifiers are applied.
Currently there is only one known modifier for Magic Modifier:
Purifier Beam which adds 5 per level after the first.
Spells
Celestial Severance:
Celestial Severance extends our swing arc allowing us to strike everything in that arc out to a distance of 50 meters.
It's Base Damage follows the formula:
25 * 2^[Level]
or put simply it starts at 50 and doubles with each additional level.
It's Magic Modifier follows the formula:
25 + [Level] * 25
or put simply it starts at 50 and increases by 25 with each additional level.
Starshine:
Starshine sprays dozens of homing lasers from the end of Purifier Beam. This is treated as fours simultaneous attacks.
It's Base Damage appears to follow the formula:
80 * 1.25^[Level]
Abilities
Flight:
Flight allows Nepgear to fly.
Her flight speed follows the formula:
[Level] * 10 - 10
Armored Core: [Rank]:
In addition to the modifier to Base Resilience Armored Core applies a second layer of damage reduction, applied after Base Resilience. Any attack less then [Percentage]% of Nepgear's health is automatically negated and any attack greater then [Percentage]% of Nepgear's health is reduced by [Percentage]%.
[Percentage] is determined by the current [Rank] of Armored Core. Iron gave a [Percentage] of 5%, Steel a [Percentage] of 25%, and Mythril a [Percentage] of 50%. There is no clear formula for what further ranks will provide.
Battle System
The Battle system works off narrative flow and several 'soft' mechanics.
Turns:
When battle starts, initiative goes to whatever group has the greatest call to surprise: for example if your characters bursts through the wall and starts shooting everything in sight, you get initiative. Or if a demon bursts through a wall and tackles you as, it gets initiative.
So on.
If neither side has a lead on surprise, then it boils down to relevance to the story. As Main Character, Anastasia will always have initiative in an open battle, regardless of speed. After she goes, then whoever has greater narrative importance to the story goes next. For example Rei Mitsubishi (Goddess Gold) has more narrative importance than someone like Carnage. Thus, Rei goes before Carnage. If two individuals have the same narrative importance then whoever has more attacks per turn goes.
Due to this mechanic, Mooks always go last. Always. Unless they get the jump on you and you fail your perception check.
Automatic Combat Actions:
These are actions taken by characters that follow a 'common sense list'. For example, you see someone leaping at you with a giant sword your instinct would be to dodge. If actually dodging a blow fits into the narrative flow, the character will dodge it. For example, your standing in the middle of a street with a tank flying through the air at you: you'll leap out of the way. The reverse also holds true: If you're laying in the middle of the road because of something and you see the same tank, your kinda fucked.
If you're in a fight and a grenade lands at our feet, you'll try to leap away if possible, a sword is coming at you, you'd try to dodge it, and so on.
In-Combat Roll Modifiers:
These are put in place when the actions you'd take from the previous section come up short due to circumstances. For example, the first story post had you trying to dodge an attack, but due to unfamiliarity you botch it and got whacked. If an action is attempted but fails, it will lead to a modifier being added to the calculations depending on how close you were to pulling it off, or how much of a bad idea it was at the time. For example: dodging a sword, just to leap into a hammer would lead to extra damage from the hammer. Trying to dodge the flying tank example from earlier, but tripping due to uneven terrain would still reduce the damage somewhat.
This can also lead to bad-luck ends like tripping while trying to dodge a sword strike, and your neck falling into the path of the blade. Poor Nepgear is one head shorter, and you'd need to vote again.
Affinity Interactions:
This is a lot more straight forward and hard-form. Specific Affinities will lead to extra or reduced damage from another Affinity. A good example will be between Purity and Horror: Purity as an affinity causes extra damage to 'evil' things like zombies, demons, and eldritch omfgwhatisthatthing type creatures. Basic affinities from these are things like 'Blood' and 'Chaos'. Purity will do minor bonus damage to either of these as a simple matter of fact. The deeper into the 'Dark' affinities one goes though, the more damage Purity will exact from it's target. The reverse is also true though, as 'Corruptive' affinities (Slaughter and Evil being two of them) will do more damage to Purity the higher they are.
Other affinities also have cross-countering of each other, or a resistance to a massive boost given. For Example: Divinity gets a bonus damage count against nearly everything. But Myth, Legend, and Epic affinities get varying levels of durability when clashing against it. But these tend to be mostly rare cases.
Team: GEAR
"Badasses need not apply."
(Unified Light / Counter Force) James Roberts
A.K.A. Captain America / Mr. Doesn't Fucking Die
"Me and Jess grew up in Kansas. Lived in a small town near some farm but not much else. Most interesting thing there was this huge well. Tended to act as a pit stop for travelers going through. After the Unification Crusade dissolved the world's countries me and Jess got into High-school. Turned seventeen when the first Demons attacked openly and the Akashic Pillar joined the Unified Light. Graduation day, my town was attacked by some Dark Lord looking to make a quick name for himself before the Second Fall. Jess was at her boyfriend's place when it happened. He and his family got through it fine, but Jess had to kill a demon with a spoon. We both joined up not long after that."
Stats
Health: 1,000 (5,000)
Base Damage: 1,750 (8,750)
Base Resilience: 400 (2,000)
Magic Modifier: N/A
Affinity: N/A | (Dragon)
Weapon
Type 19-D Assault Blade
Level 10
Attacks Per Turn: 3
Affinity: Dragon
Ability: Ward Pierce | Demonslayer
Ability
'Merely' Human
-If an attack would do more than 100 damage, dodge and counter with a free action.
Lesser God(The Knight)
-I have become... the vanguard to peace... Full power boost from the ???? Core. By sacrificing two turns, may materialize the Progenitor Golem. Progenitor Golem may only be active for ten turns, before breakdown.(Increases in parentheses.)
Mark 2 Front Dragon (M) Powered Armor
-A magically backed armor that allows for one to eclipse normal human limitations. The user is rendered immune to projectile attacks unless they are over level 4 or possess Armor Pierce or Detonate (Derivatives of either count). All elemental magic are also rendered useless.
Messenger of Peace
-Whenever Team GEAR is in combat without Solid Core, all of James' stats double and Total End Damage against other members of Team GEAR is halved.
In Defiance of Fate
-If James' opponent falls into the category of 'beyond human' he gains High Speed Combat level 2, and his attacks per turn double.
GEAR
-If you're on Team GEAR, you're anything but normal... This character can go an extra mission before tiring. When fighting an enemy that falls into the category of 'beyond human', deal an extra 75% Total End Damage and ignore any slayer abilities their enemy might have.
(DECEASED) (Unified Light / Counter Force) Jessica Roberts
DECEASED
Stats
Health: 500
Base Damage: 250
Base Resilience: 100
Magic Modifier: N/A
Affinity: N/A
Weapon
Anti-Demon Rifle
Attacks Per Turn: 1
Affinity: Holy
Ability: Full Auto
Hope Remade
Attacks Per Turn: 2
Affinity: Faith
Ability: Backup
Ability
Master Skill
-Sacrifice three moves to negate enemy attack.
Barely Human
-Reduce physical damage by half.
(Unified Light / Counter Force) Michael Rodriguez
A.K.A. The Real Life Kirk / Corporal Washout
"Joined because I was a glory hound." ... "Wanted to join up, kill some demons. Come back hailed as a hero. I was there at Reluxus and Gabriel's Last Stand. A single battalion of angels facing down a horde of demons dense enough to hide the ground beneath their feet. A literal ocean of hellfire and brimstone charging the Gate. I was the last one through actually: I got to watch as a paltry hundred angels stood alone against damn near the entire Fifth Legion. Instead of accepting the discharge after that battle I fought tooth and nail to stay in the Counter Force. Been on mostly shit duties but... It frees up actual soldiers to fight instead of wanna-be washouts like me."
Stats
Health: 1,000 (5,000)
Base Damage: 1,750 (8,750)
Base Resilience: 400 (2,000)
Magic Modifier: N/A
Affinity: N/A | (Dragon)
Weapon
Type 19-D Assault Blade
Level 10
Attacks Per Turn: 3
Affinity: Dragon
Ability: Ward Pierce | Demonslayer
Ability
A Memory of Light
-A small line of light facing down a tide of darkness... Michael is immune to magical damage. Allied Angels' Magic Modifiers reroll if below 85% max. If Michael causes more than 20% of a demonic opponent's current health in damage, auto-kill that demon regardless of defenses or remaining health.
Lesser God(The Knight)
-I have become... the vanguard to peace... Full power boost from the ???? Core. By sacrificing two turns, may materialize the Progenitor Golem. Progenitor Golem may only be active for ten turns, before breakdown.(Increases in parentheses.)
Mark 2 Front Dragon (M) Powered Armor
-A magically backed armor that allows for one to eclipse normal human limitations. The user is rendered immune to projectile attacks unless they are over level 4 or possess Armor Pierce or Detonate (Derivatives of either count). All elemental magic are also rendered useless.
Tackle Rush
-Once per turn, Michael may tackle an opponent to incapacitate them for the next five turns.
GEAR
-If you're on Team GEAR, you're anything but normal... This character can go an extra mission before tiring. When fighting an enemy that falls into the category of 'beyond human', deal an extra 75% Total End Damage and ignore any slayer abilities their enemy might have.
(DECEASED) (Unified Light / Counter Force) Richard Nixon
DECEASED
Stats
Health: 500
Base Damage: 250
Base Resilience: 100
Magic Modifier: N/A
Affinity: N/A
Weapon
Anti-Demon Rifle
Attacks Per Turn: 1
Affinity: Holy
Ability: Full Auto
"Discovered I was a practitioner when a girl at school started making love potions and selling them for cheep. Got the genius idea to buy one and try using it on a teacher that I had a crush on at the time. Brilliant way to find out she was actually a doppelganger hunting for Magical Girls hiding among the student populous. My magic woke up and burned the entire school down to the ground. Started checking out magic books from the library shortly there after, and not much longer before I found my self signing up with the Counter Force to fight the good fight. Got a little awkward when I also found out my girlfriend - the one selling the love potions in the first place - was actually a succubus. We've been thinking of marrying after my time's up."
Stats
Health: 1,000 (5,000)
Base Damage: 1,500 (7,500)
Base Resilience: 400 (2,000)
Magic Modifier: 5 (25)
Affinity: Library | (Dragon)
Practitioner
-Allows the creation and upgrading of Spells.
Snipe Shot
-Allows Full Auto to sacrifice 3 hits to cancel an enemy action.
Affinity Override
-Able to use spells he doesn't have the Affinity for.
Death Blow
-If Death Blow's Magic Modifier roll exceeds more than half of the target's Current Health, kill that target.
Survivor
-Should Samael take a killing blow, but have an unused spell slot for the turn, he may automatically cast Survivor as a reaction.
Lesser God(The Fractal)
-I have become... the vanguard to peace... Full power boost from the ???? Core. By sacrificing two turns, may materialize the Progenitor Golem. Progenitor Golem may only be active for ten turns, before breakdown.(Increases in parentheses.)
Mark 2 Front Dragon (M) Powered Armor
-A magically backed armor that allows for one to eclipse normal human limitations. The user is rendered immune to projectile attacks unless they are over level 4 or possess Armor Pierce or Detonate (Derivatives of either count). All elemental magic are also rendered useless.
GEAR
-If you're on Team GEAR, you're anything but normal... This character can go an extra mission before tiring. When fighting an enemy that falls into the category of 'beyond human', deal an extra 75% Total End Damage and ignore any slayer abilities their enemy might have.
(Unified Light / False Heaven) War Angel Gabriel
"Angel names are supposed to be unique." ... "When an Angel is born, they are given a name. We like to believe that our name is given to us by those who prayed, but we're not certain. But once an Angel has a name, no other Angel is ever given the same name until the previous Angel has died. It... We like to think of it as a sign of that Angel being reborn. And because of that... they inherit everything the previous Angel left behind. So, I'm expected to become just as great, if not greater than she was! I... I'm scared... I'm scared of not stacking up."
Flight
Level 15
-Gabriel is capable of flying at 140mph.
High Speed Combat (Level 2)
-Gabriel is able to track objects moving up to 180mph.
Presence of Light
Level 10
-Heals all Allies for 1,000 Health per turn. Damage all Enemies for 1,000 per turn.
Armor of Light
-Auto Negate all spell damage.
Lesser God(The Knight)
-I have become... the vanguard to peace... Full power boost from the ???? Core. By sacrificing two turns, may materialize the Progenitor Golem. Progenitor Golem may only be active for ten turns, before breakdown.(Increases in parentheses.)
Mark 2 Front Dragon (F) Powered Armor
-A magically backed armor that allows for one to eclipse normal angelic limitations. The user is rendered immune to projectile attacks unless they are over level 4 or possess Armor Pierce or Detonate (Derivatives of either count). All elemental magic are also rendered useless.
Road to Peace
-I'll be worthy of this name. Just watch... Gabriel gains a stacking 10% damage increase for every foe she slays during combat. This stack vanishes after combat ceases.
(Unified Light / Elvin Empire) Aquila Riven
Stats
Health: 600 (3,000)
Base Damage: 1,200 (6,000)
Base Resilience: 160 (800)
Magic Modifier: 300 (1,500)
Affinity: Fire | (Dragon)
Zone Blast
Level 5
Base Damage: 250 (1,250)
Magic Modifier: N/A
Affinity: Fire
Ability: Detonate | Target-by-Level
Abilities
Outrange Shot
-Aquila is capable of launching attacks outside the standard battle zone.
Child of Magmos
-Aquila is immune to any heat-based affinities below level 10.
The Remorseless Winter
-Aquila takes 30% extra damage from any cold-based Affinities.
Lesser God(The Knight)
-I have become... the vanguard to peace... Full power boost from the ???? Core. By sacrificing two turns, may materialize the Progenitor Golem. Progenitor Golem may only be active for ten turns, before breakdown.(Increases in parentheses.)
Mark 2 Front Dragon (F) Powered Armor
-A magically backed armor that allows for one to eclipse normal elven limitations. The user is rendered immune to projectile attacks unless they are over level 4 or possess Armor Pierce or Detonate (Derivatives of either count). All elemental magic are also rendered useless.
Stealth
-Regardless of combat state, Aquila will remain unnoticed by enemies until she launches an attack.
(Unified Light / Fairy Home Realms) Lucky Star
"I lived on Reluxus. My Clan was Military, you see. So I moved there so I could be close to my siblings. I was the black sheep, because I all I was ever interested in was studying magic... Human Magic especially." ... "When Reluxus Fell... I was only half a mile in front of the retreat wave. My brother and sisters had stayed behind to make sure I got out and... My group was hit by Magical Girl Armageddon Hound and her Hound of the Apocalypse. They slaughtered all the civilians that had been with us. I was lucky when a carriage collapsed atop of me, hiding me from view. And all the blood-
"Roso, my Big Brother, tried to fight her. He wanted to hold her off so our sisters could escape, but... they refused to leave him behind." ... "They ate them. All twelve of them... They ate everybody. And there was nothing I could do..."
Prodigy of Earth and Sky
-So long as a spell has either Wind or Earth as an Affinity, Lucky Star is capable of casting it, regardless of prerequisites, or any other Affinity requirements.
Child of Mistilin
-Lucky Star rolls Magic Modifiers twice during combat. The higher Modifier Roll is used for the given action.
Avatar of Arcana (Active)
-For five turns, Lucky Star is capable of utilizing up to five spells in one action, regardless of what those spells are. After the fives turns are up, she is rendered unconscious for the rest of the Battle Arc.
Lesser God(The Fractal)
-I have become... the vanguard to peace... Full power boost from the ???? Core. By sacrificing two turns, may materialize the Progenitor Golem. Progenitor Golem may only be active for ten turns, before breakdown.(Increases in parentheses.)
Mark 2 Front Dragon (F) Powered Armor
-A magically backed armor that allows for one to eclipse normal fae limitations. The user is rendered immune to projectile attacks unless they are over level 4 or possess Armor Pierce or Detonate (Derivatives of either count). All elemental magic are also rendered useless.
Health: 200
Base Damage: 75
Base Resilience: 10
Magic Modifier: N/A
Weapon
Hand Cannon
Level 1
Attacks Per Turn: 1
Affinity: Steel
Ability: Armor Pierce
Ability
Eye In The Sky
-When Maria is overseeing an Assault Mission, Team GEAR becomes immune to surprise, unless the enemy is using some form of Magical Concealment.
Whisper To Me
-When Team GEAR enters into conflict with an unknown opponent, Maria instantly unlocks their Level 4 Stat Sheet.
[PEACE] is born. A progenitor to the universe as it is desired for the first time...
(Peace) Progenitor Frame: ????
The Progenitor Frame
???? WARNING! The Progenitor Frame sleeps,
to awaken the Drives must ignite the Engine.
The Central Frame
Health: ????
Base Damage: ????
Base Resilience: ????
Magic Modifier: ????
Affinity: Purity | Faith | Divinity
Health: 15,000
Base Damage: 7,000
Attacks Per Turn: Pilot's Attacks
Base Resilience: 4,500
Magic Modifier: N/A
Affinity: Faith | Divinity
Ability: Auto Assault | Autonomous Combat | Ability Synch (Pilot) | Auto Recovery Guardian of the Frame
-So long as a single Progenitor Golem is active, the Progenitor Frame cannot be damaged in any way. When in active defense of the Frame, increase Base Resilience by 5,000% and increase attacks per turn by 5.
Knight of Peace
-All allies near a Progenitor Golem gain 1,000 Health per turn, and become immune to all mind altering effects. Reduce damage caused to allies by 99%.
Progenitor Golem: Fractal
Health: 9,000
Base Damage: 2,500
Attack Per Turn: Pilot's Attacks
Base Resilience: 3,000
Magic Modifier: 5,000
Affinity: Faith | Divinity
Ability: Auto Assault | Autonomous Combat | Ability Synch (Pilot) | Auto Recovery
The Wartome
-Fractal Golems are capable of using their Pilot's spells at thirty times normal power.
Walking Layline
-Increase the Magic Modifier of all mortal Allies by twenty times.
Day 1: Gear Start to Gear Acceleration
Day 2: Gear Acceleration to Gear Idle
Day 3: Gear Idle to Gear Stall
Day 4: Gear Stall to Gear Ignition
Day 5: Gear Ignition to Ruinous Gear
Day 6: Ruinous Gear to Steel Gear
Day 7: Steel Gear to Formless Gear
Day 8: Formless Gear to Hold Gear
Day 9: Hold Gear to Multi Gear
Day 10: Multi Gear to Blood Gear
Day 11: Blood Gear to Glee Gear
Day 12: Glee Gear to Future Gear
Day 13: Future Gear to Team Gear
Day 14: K.T.F.O.
Day 15: Frozen Gear to Legend Gear
Day 16: Legend Gear to Fragment Gear
Day 17: Fragment Gear to Memory Gear
Day 18: Memory Gear to Inheritor Gear
Day 19: Inheritor Gear to Light Gear
Day 20: Light Gear to Gear Change / Drive Ignition
Day 21: Gear Change / Drive Ignition to Truth Drive
Day 22: Catatonic
Day 23: Catatonic
Day 24: Finality Drive to Recovery Drive
Day 25: Recovery Drive to ???
?????? -----> Armored Core: Iron
-A barrier that separates you from the mortal. Damage must exceed 5% of your health to pass through. Success reduces the taken damage by 5%.
Base Resilience: 5 --> 15
Unlocked: Flight Boost
Flight -----> Flight (Boosted)
Level 1
-Little more than capable of floating in the air. Maneuvering is best described as 'pushed by flatulence'. (Solid Core is capable of creating magical platforms mid-air that she is capable of pushing off of, or using to arrest her movement when necessary.)
Each level increases flight speed. Level 5 is equal to a car on the highway.
Unlocked: Extension
Beam Extension
-Base Purifier damage doubles. This effect applies to weapon growth. If suppressed cut current power by half.
Ability Level Up
Flight (Boosted): Level 1 -----> Level 3
-Solid Core is able to fly nearly twice as fast as she is capable of running.
Core Purge (Active)
Level N/A
-For five turns reduce Health by 5% per turn. All enemies within 50 meters take (Health Cost x 75) in damage per turn. Reduce Base Resilience by 25%.
Armored Core: Iron -----> Armored Core: Steel
Level 4
-A barrier that separates you from the mortal. Damage must exceed 25% of your health to pass through. Success reduces the taken damage by 25%.
Armored Core: Steel -----> Armored Core: Mythril
Level 4
-A barrier that separates you from the mortal. Damage must exceed 50% of your health to pass through. Success reduces the taken damage by 50%.
Armored Core: Mythril -----> Armored Core: Adamantium
-A barrier that separates you from the mortal. Damage must exceed 50% --> 75% of your health to pass through. Success reduces the taken damage by 50% --> 75%.