- Location
- Phoenix, AZ
A breeder reactor. I assume the metaphor is something which uses it's own product as fuel (so if Segarite works off current health instead of max health).
A breeder reactor. I assume the metaphor is something which uses it's own product as fuel (so if Segarite works off current health instead of max health).
Basically, *Ominous hum*A type of Nuclear Reactor that produces more fissile (fission-able) material than it takes in.
So spend 48 hours before an offensive mock fighting before attacking Hope, then waltz through all the traps completely unharmed? (Insert video of Ironskin abuse in Dark Souls)
So spend 48 hours before an offensive mock fighting before attacking Hope, then waltz through all the traps completely unharmed? (Insert video of Ironskin abuse in Dark Souls)
Gaia would tell us to knock it off if that was a risk. Out of sheer self preservation.
Yep.
Your amazing you know that? 10/10.
- (???) (Magical Girl) Dark Steel
???? ???????? (Kate Anderson)
- Stats
Health: 1,750
Base Damage: 1,000
Base Resilience: 750
Magic Modifier: 400
Affinity: Metal | Rage | Epic- Weapon
Dusk Song
Level 1
Attacks Per Turn: 2
Affinities: Rage
Ability: Juggernaut | Double Hit
- Spells
Unstoppable Assault
-Apply sword to face. Repeat Ad Infinitum.
Level 1
Base Damage: 1,100
Magic Modifier: 500
Affinity: Metal | Rage
Ability: Armor Pierce
Unequaled Strength
-Upgrades any weapon by 80% of its base stats. Lasts until the end of the turn where physical contact is lost. Grants control over weapons used upon.
Level 1
Base Damage: N/A
Magic Modifier: N/A
Affinity: Metal
Ability: Boost | Override | Multi-castable
Unquenchable Fury
-Doubles stats. Stacks on itself a number of times equal to 1/2 level.
Level 1
Base Damage: N/A
Magic Modifier: N/A
Affinity: Rage
Ability: Self Boost
- Abilities
Inhuman Skill
-Sacrifice 2 moves to negate enemy attack.
Intercept
-If an incoming attack is caught, intercept the attack with one of your own. If your damage is higher, negate the attack, and deal the difference in unblockable damage. If your damage is exceeded, reduce incoming damage by yours before calculation.
Unstoppable Blade
-If basic attack is negated, activate Intercept.
Berserker
-Boost power when damage is taken. (same boost as Juggernaut Rush, minus the healing, per 5% of max health lost.)
Enigma
-Dark Steel resists identification or quantification.
Inherent Prowess
-Dark Steel can wield anything it can conceptualize as a weapon with skill equaling a lifetime of training.
Never Outnumbered
-Negates enemy teamwork bonuses. All attacks against Dark Steel are resolved individually.
Always Unbowed
-Dark Steel is immune to debuffs.
I Am Not Done
-Once per battle, if an attack would kill Dark Steel, survive with 1 HP instead.
Magical Girl Dark Steel. As of now unaligned because she just awoke. No one can actually tell if she's a Magical Girl or something else, due to a combination of androgyny, disguising armor, and Enigma.
And yeah, I know she might have a few too many abilities, but I'm not sure how to indicate yet-to-be-obtained-through-level-up abilities.
There's a lot of big-picture things that are happening that would have been revealed by the War options during the base voting periods that would have revealed a lot on how your 'bad luck' has been effecting the war. Apparently I'm not that good at squeezing in hints like that amongst everything else.
You guys have actually been doing a lot more than it seems like. It's just I put the effects of those into the War options that everyone kept passing over. I'm trying to stick in hints as to how much you guy's have done but apparently I'm not doing a very good job at that.
[x]Check up on the war and what you missed. You've missed a day and your worried about the offensive.
No. of Votes: 23
I've been trying to think of a way to translate Fourth Berserker into a MG for use. Mind if I edit to a higher level?
- (???) (Magical Girl) Dark Steel
???? ???????? (Kate Anderson)
- Stats
Health: 1,750
Base Damage: 1,000
Base Resilience: 750
Magic Modifier: 400
Affinity: Metal | Rage | Epic- Weapon
Dusk Song
Level 1
Attacks Per Turn: 2
Affinities: Rage
Ability: Juggernaut | Double Hit
- Spells
Unstoppable Assault
-Apply sword to face. Repeat Ad Infinitum.
Level 1
Base Damage: 1,100
Magic Modifier: 500
Affinity: Metal | Rage
Ability: Armor Pierce
Unequaled Strength
-Upgrades any weapon by 80% of its base stats. Lasts until the end of the turn where physical contact is lost. Grants control over weapons used upon.
Level 1
Base Damage: N/A
Magic Modifier: N/A
Affinity: Metal
Ability: Boost | Override | Multi-castable
Unquenchable Fury
-Doubles stats. Stacks on itself a number of times equal to 1/2 level.
Level 1
Base Damage: N/A
Magic Modifier: N/A
Affinity: Rage
Ability: Self Boost
- Abilities
Inhuman Skill
-Sacrifice 2 moves to negate enemy attack.
Intercept
-If an incoming attack is caught, intercept the attack with one of your own. If your damage is higher, negate the attack, and deal the difference in unblockable damage. If your damage is exceeded, reduce incoming damage by yours before calculation.
Unstoppable Blade
-If basic attack is negated, activate Intercept.
Berserker
-Boost power when damage is taken. (same boost as Juggernaut Rush, minus the healing, per 5% of max health lost.)
Enigma
-Dark Steel resists identification or quantification.
Inherent Prowess
-Dark Steel can wield anything it can conceptualize as a weapon with skill equaling a lifetime of training.
Never Outnumbered
-Negates enemy teamwork bonuses. All attacks against Dark Steel are resolved individually.
Always Unbowed
-Dark Steel is immune to debuffs.
I Am Not Done
-Once per battle, if an attack would kill Dark Steel, survive with 1 HP instead.
Magical Girl Dark Steel. As of now unaligned because she just awoke. No one can actually tell if she's a Magical Girl or something else, due to a combination of androgyny, disguising armor, and Enigma.
And yeah, I know she might have a few too many abilities, but I'm not sure how to indicate yet-to-be-obtained-through-level-up abilities.
Angels tend to have varying stats depending on how they were born. Gabriel is a bit new (for a given definition of 'a bit') so she's not quite at her full power. Some Humans do have differing stats because of non-standard equipment and team weapons and so on.I see that all non-MG humans have the same stats (ignoring abilities, spells and equipment), but the War Angel and Gabriel have different stats. How about for fairies and elves?
Also, do all fairies, elves and angels have the same affinities as other members of their races? (I'm feeling really tempted to make some weird angels)
Depending on the theme the Magical Girls have, yes.@crystalwatcher, I have a question about Magical Girl teams. Do magical girls meant to work in a team together tend to have powers that have a synchronization effect? Like the Dames' various auras, where Clockwork makes weapons more or less effective, Life heals her allies, and Destruction out right makes their opponents' attack and defense weaker. Are things like that standard issue?
Considering humanity's trait is impossible diversity, this should be the opposite.Elves are a lot like Humans. Their individual soldiers are all the same much like Human soldiers, but their mages are a bit more diverse.
I was talking in relation to their soldiers, their mages are more diverse. Poor wording choice.Considering humanity's trait is impossible diversity, this should be the opposite.
For the average soldier, I disagree. One of the biggest things in any boot camp is to strip away a person's individuality and rebuild them into one block of the machine that is the military. As such, with standardized equipment, just about every boot on the ground will have similar base damage, resilience, and similar fighting styles when with their squad. The sole exceptions to this would be those that add additional weapons to their kit, are practicioners, are MG's, or are on non-standard assignments. Team Gear and Spec Ops forces for example.Considering humanity's trait is impossible diversity, this should be the opposite.
Go ahead.I've been trying to think of a way to translate Fourth Berserker into a MG for use. Mind if I edit to a higher level?
If it isn't too much effort, out of curiosity, at what level of Indestructible Core does Segarite Core become a more efficient increase to our turn 1 No Sell Threshold than additional levels of IC?For those who didn't read it the math shows that from Level 10 and onwards of ICore we're better off holding onto the XP to buy Segarite Core then another level of ICore.
Of course this isn't an entirely accurate model since it's using the turn 3 figures for Segarite Core however I think that advantage to Segarite Core is offset by the fact it doesn't consider the effective healing abilities of Segarite Core and how they synergize with ICore's ability to tank 1 fatal attack or how they can maintain our No-Sell Threshold even in the face of HP loss.
Combined with all the Intercept related abilities, that sounds terrifying.Berserk
-Increase base damage by 20% for every 5% health below max.
Inherent Prowess
-Dark Steel can wield anything it can conceptualize as a weapon with skill equaling a lifetime of training. Anything.
Never Outnumbered
-Negates enemy teamwork bonuses. All attacks against Dark Steel are resolved individually.
If it isn't too much effort, out of curiosity, at what level of Indestructible Core does Segarite Core become a more efficient increase to our turn 1 No Sell Threshold than additional levels of IC?
.............Does that bypass things like Core Connection and Echo of Peace?
Or the human faction's Synchronized damage boosters (Hail of Lead (x2) and ??? (x5)) for team attacks.The Steel Tide
-The highly trained Elf Legions are skilled in the support of fellow soldiers on the battlefield. All Elf Legionnaires are melded into a single entity during combat.
Numbers Beyond Counting
-The Elf Legions are as numerous as the gains of sand in a desert. Where there is one Elf Legionnaire, there are thousands more.
The Phalanx
-When combined under the effects of The Steel Tide, the Base Resilience of the Elf Legion is equal to the front row of Elf Legionnaires. The Base Damage is the front three rows of the army. This ability risks breaking under a sufficiently strong attack.