Crystalwatcher's Magical Girl Quest!

Oops. Must have been thinking of something else then, possibly Crush (which I don't remember what it does).

Still doesn't help the lack of a quick place to look for "I know there's an ability with the effect I'm looking for, but I don't remember what its called".
Crush lets you increase damage by holding the weapon with both hands.
 
So, a while ago you said that most magical girls actually use their Spells way less often than people like Solid Core and Goddess Gold do, so here's a pretty experienced Myth affinity who mostly relies on things other than Spells.

The stuff that's normally in invisitext is red here for convenience.
(Unified Light) Magical Girl Gentle Fist

Hibiki Tachibana

Stats

Health: 2000
Base Damage: 1200 (80 / weapon level)
Base Resilience: 750
Magic Modifier: 400

Affinity: Unity | Song | Myth
Weapon

Gungnir Gauntlets & Sabatons

Level 15
Attacks Per Turn: 4
Affinities: Unity | Myth
Ability: Judgement | Armor Break
Spells

Unifying Burst
-Negates the activation of all other spells cast within 20 meters of Gentle Fist this turn, and then release a prismatic vortex of energy from her fist Reduce own health by 5% of maximum for each attempted spell negation.
--Negation fails if the combined Base Damage of all negated enemy spells is greater than four (2 + (spell level / 5)) times this spells Magic Modifier.
Level 10
Base Damage: Combined Base Damage of all Negated Spells
Magic Modifier: 2250 (225 / spell level)
Affinity: Unity | Song
Ability: Spell-Cancel | Collateral Damage | Juggernaut
Abilities

High Speed Combat (Lvl 2)
-Gentle Fist is able to track and react to objects moving up to 180mph.

Master Skill
-Spend Three Actions to nullify an opponent's action.

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.

WEAPONLESS HANDS CAN GRASP OTHER HANDS
-Greatly increase the chance of defeated foes who are both sapient and sentient eventually becoming allies.

I hope I put enough limitations on that one spell to balance out the powerful Spell-Cancel ability inherent to its effect.

Considering this is the magical girl genre and that this is an expy of a character who Befriends others just as often as Nanoha does, and that it ties in with one of her Affinities, that Super Ability feels justified, but that's extremely easy to drop if its too overpowered.
 
Considering this is the magical girl genre and that this is an expy of a character who Befriends others just as often as Nanoha does, and that it ties in with one of her Affinities, that Super Ability feels justified, but that's extremely easy to drop if its too overpowered.
Less OP and more... not really Super Ability tier.
 
I'm here and alive. (I wish otherwise, but I am...)

Closing voting soon-ish.

So, I decided to copy Lost's table of affinities, even though it's outdated, to try have a guess at what the "Slayer" abilities for each affinity might be.


rizon
Affinity No. of Owners Owners
Rule 9 Kingslayer (canon)
Fire 5 Flameslayer?
Time 6 Clockslayer?
Space 5 Alienslayer?
Machinery 2 Tinkererslayer?
Happiness 1 Joyslayer?
Fairy Tale 1 Narativeslayer?
End 3 Finishslayer?
Honor 1 Bushidoslayer?
Courage 2 Braveryslayer?
Null 1 Voidslayer?
Magic 9 Mageslayer (canon)
Insanity 2 Psychoslayer (semi-canon)
Technology 1 Also Tinkererslayer?
Mind 3 Brainslayer?
Annihilation 2 Eraserslayer?
Evil 1 Fiendslayer?
Lightning 2 Shockslayer?
Destruction 3 Ruinslayer?    
Metal 4 Alloyslayer?
Protection 4 Shieldslayer?
Dimension 1 Realityslayer?
Delusion 1 Lieslayer?
Animal 2 Beastslayer?
Change 2 Alterationslayer?
Record 1 Noteslayer?
Improve 1 Ambitionslayer?
Death 7 Psychopompslayer?
Blood 3 Sanguineslayer?
Silence 1 Deafslayer?
Darkness 4 Blindslayer?
Prediction 2 Precogslayer?
Information 1 Knowledgeslayer?
Fear 2 Terrorslayer? Panicslayer?
Body 2 Fleshslayer?
Life 7 Livingslayer?
Justice 2 Lawslayer?
Spirit 2 Essenceslayer?
Illusion 1 Mirageslayer?
Grace 2 Fluidityslayer?
Ruin 1 Also Ruinslayer? Collapseslayer?
Horror 3 Also Terrorslayer or Panicslayer? Goreslayer?
Skill 1 Competenceslayer?
Speed 1 Motionslayer? Speedslayer?
Echo 1 Repititionslayer?
Inevitability 1 Fateslayer?
Iron 1 Ferusslayer?
Faith 3 Beliefslayer?
Water 2 Aquaslayer?
Companionship 2 Friendslayer?
Hope 1 Optimismslayer?
Excellence 1 Peakslayer?
Sol 1 Sunslayer?
Love 1 Loveslayer?
Survival 1 Roachslayer?
Luna 3 Moonslayer?
Dragon 2 Drakeslayer? Wyrmslayer? Dragonslayer?
Library 3 Librarianslayer?
Despair 4 Wailslayer?
Summoning 1 Minionsayer?
Illusion 2 Done already
Summer 1 Heatslayer?
Winter 1 Chillslayer? Coldslayer?
Beast 1 Also Beastslayer? Monsterslayer?
Order 2 Also Lawslayer? Structureslayer?
Passion 1 Intensityslayer?
Force 2 Effortslayer?
Holy 2 Saintslayer?
Heat 1 Also Heatslayer?
Cold 1 Also Chillslayer or Coldslayer?
Creation 1 Artificerslayer?
Air 1 Windslayer? Breathslayer?
Chaos 1 Disorganisationslayer?
Earth 1 Groundslayer?
Judgement 2 Judgeslayer?
Wind 2 Also Windslayer or Breathslayer?
Decay 2 Rotslayer?
Battle 1 Conflictslayer?
Rage 2 Angerslayer?
Infinity 1 Endlessslayer?
Will 2 Determinationslayer?
Velocity 3 Also Speedslayer or Motionslayer?
Murder 1 Murdererslayer?
Concealment 1 Sneakslayer?
Hatred 1 Hateslayer?
Discovery 1 Researchslayer?
Implacable 1 Undetteredslayer?
Deception 1 Also Lieslayer? Conslayer?
Food 1 Chefslayer? Cookslayer?
Sun 1 Also Sunslayer?
Wrapping 1 Coverslayer?
Storage 1 Containerslayer?
Dream 1 Dreamslayer?
Sacrifice 1 Martyrslayer?
Fate 1 Also Fateslayer? Destinyslayer?
Sin 1 Sinnerslayer?
Music 1 Musicianslayer? Tuneslayer?
Pride 1 Egoslayer? Narcisssistslayer?
Fury 1 Also Angerslayer?
Dominance 1 Masterslayer?
Ice 1 Frozenslayer?
Industry 1 Factoryslayer?    
Ribbons 1 Ribbonslayer?
Librarian 1 Done already
Keyblade 1 Lockweaonslayer?
Emotion 1 Heartslayer?
Savagery 1 Savageslayer? Barbarianslayer?
Oddity 1 Weirdoslayer?
Now you got me wanting to go through the list and write out each of the abilities.

Oops. Must have been thinking of something else then, possibly Crush (which I don't remember what it does).

Still doesn't help the lack of a quick place to look for "I know there's an ability with the effect I'm looking for, but I don't remember what its called".
If you're willing to hunt through this cluster fuck called a thread and find the current explanations for abilities, go ahead. Otherwise feel free to just ask.

I'll consider making an ability dump page sometime in the future. Still got some MG submissions to link.

So, a while ago you said that most magical girls actually use their Spells way less often than people like Solid Core and Goddess Gold do, so here's a pretty experienced Myth affinity who mostly relies on things other than Spells.

The stuff that's normally in invisitext is red here for convenience.
(Unified Light) Magical Girl Gentle Fist

Hibiki Tachibana

Stats

Health: 2000
Base Damage: 1200 (80 / weapon level)
Base Resilience: 750
Magic Modifier: 400

Affinity: Unity | Song | Myth
Weapon

Gungnir Gauntlets & Sabatons

Level 15
Attacks Per Turn: 4
Affinities: Unity | Myth
Ability: Judgement | Armor Break
Spells

Unifying Burst
-Negates the activation of all other spells cast within 20 meters of Gentle Fist this turn, and then release a prismatic vortex of energy from her fist Reduce own health by 5% of maximum for each attempted spell negation.
--Negation fails if the combined Base Damage of all negated enemy spells is greater than four (2 + (spell level / 5)) times this spells Magic Modifier.
Level 10
Base Damage: Combined Base Damage of all Negated Spells
Magic Modifier: 2250 (225 / spell level)
Affinity: Unity | Song
Ability: Spell-Cancel | Collateral Damage | Juggernaut
Abilities

High Speed Combat (Lvl 2)
-Gentle Fist is able to track and react to objects moving up to 180mph.

Master Skill
-Spend Three Actions to nullify an opponent's action.

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.

WEAPONLESS HANDS CAN GRASP OTHER HANDS
-Greatly increase the chance of defeated foes who are both sapient and sentient eventually becoming allies.

I hope I put enough limitations on that one spell to balance out the powerful Spell-Cancel ability inherent to its effect.

Considering this is the magical girl genre and that this is an expy of a character who Befriends others just as often as Nanoha does, and that it ties in with one of her Affinities, that Super Ability feels justified, but that's extremely easy to drop if its too overpowered.
Not bad. Though the Super Ability could use some work.

I'll put it in the non-canon for now and can figure out a better way to phrase it, I'll see about making her canon.
 
Not bad. Though the Super Ability could use some work.
Like I said, its easy to drop that part completely. I only really included it because one of the main character development moments of the character she's an expy of is that after a while of struggling with the question of "Why does everyone else have a weapon but I don't?", she comes to the resolution that not having a weapon lets her reach her hand out to others in friendship (which led to the development of the ability that spell is based on).
 
If you're willing to hunt through this cluster fuck called a thread and find the current explanations for abilities, go ahead. Otherwise feel free to just ask.

I'll consider making an ability dump page sometime in the future. Still got some MG submissions to link.
I'm actually working on making a list right now. It'll probably be incomplete, but it's a start.
 
Like I said, its easy to drop that part completely. I only really included it because one of the main character development moments of the character she's an expy of is that after a while of struggling with the question of "Why does everyone else have a weapon but I don't?", she comes to the resolution that not having a weapon lets her reach her hand out to others in friendship (which led to the development of the ability that spell is based on).
*Is watching right now* ... Really? That's the reason she comes up with... Not, ya know, it being in a few dozen shards right around her heart? And her Rage Mode is practically a meme on its own, yeah, those hands are for friendship alright.
 
*Is watching right now* ... Really? That's the reason she comes up with... Not, ya know, it being in a few dozen shards right around her heart? And her Rage Mode is practically a meme on its own, yeah, those hands are for friendship alright.
The Hibizerker is something entirely different, which does have an explanation other than what you mentioned, but I left that feature (and some stuff you haven't seen yet) off the sheet because they don't really fit this setting.

Kingdom Hearts 2's Anti Form doesn't really fit on a cheerful MG here.

The Hibizerker is amazing though.
 
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LDj's Bible of Abilities
LDj's Ability Bible

Defense-related Abilities

Armor Pierce: Ignore 25% of opponent's Resilience.

Juggernaut: Ignore 75% of opponent's Resilience.

Unstoppable: Ignore all opposing strings that attempt to block or stop the attack.

Mana Pierce: A divergent evolution of Armor Pierce. Ignores purely-magical defense bonuses such as Magic Modifier or Damage Block.

Metafracture: Upgrade of Mana Pierce, peer of Unstoppable. Ignores all defenses without a concrete physical basis.

Ward Pierce: An artificial version of Mana Pierce. Ignores magical barriers such as Damage Block.

Thick Armor: Reduces the effectiveness of armor piercing abilities by 25%. As an example, if Juggernaut normally reduces base resilience by 75%, then Thick Armor would make it only reduce base resilience by 18.75%. Does not reduce Unstoppable. May stack with Adamantine.

Adamantine: An improved version of Thick Armor, which reduces armor piercing abilities by 50%. Does not reduce Unstoppable. May stack with Thick Armor.

Indestructible: Things possessing this are indestructible and cannot take damage.

Intercept: Allows weapon or spell to initiate Intercept conflicts even if the user does not possess Intercept as a personal ability.

Punch-Through: Greater version of Intercept; Capable of triggering an Intercept conflict that guarantees a damage amount equal to user's half of the intercept will get through regardless of if they win or lose. If they win, normal intercept damage is added to what's already guaranteed.

Overwhelm: Allows the spell/weapon to utilize the Overwhelm version of the Intercept ability and increase their damage by 75% of their opponent's Base Damage during intercepts, even if the user doesn't have it themselves. If it's on a spell, it allows the spell to trigger the Intercept.

Cleave: Breaks the opponent's weapon upon winning an intercept conflict.

Brutal Carve: If attack would deal any damage at all, negates target defensive strings entirely.

Brutal Cartridge: Ultimate form of Brutal Carve, which only appears in combination with One-shot. Functions as Brutal Carve, and additionally reduces leveling cost of attached spell by 90%, and increases damage of spell against Magical Girls by 900%.

Intangibility: Self explanatory. Negates physical damage and halves magical.

Defender: Adds a +1,000 and the spell's Existence Bonus to defensive string.

Spell Reflect: Bounces any spell targeted at the given person that is lower level than the Spell Reflect back at it's caster.

Barrier: Grants a resilience boost to allies in the battle zone. Can be attached to offensive spells as well as regular boost spells. If the resilience boost is different from the damage of the spell, it is normally defined by a secondary ability on the character's sheet.

Damage Barrier: Reduces Total End Damage taken by the damage of the spell or weapon.

Damage Block: Reduces damage taken by the damage of the spell or weapon. Distinct from Damage Barrier in that it is a bonus to the Defensive String, rather than Final String.

Damage Cut: Reduces Incoming Damage by the damage of the spell or weapon. Applies on opponent's Offensive String.

Damage Reflect: Exactly what it says on the tin. Reflects incoming damage back to the source. How is does so is based on the spell or weapon in use.

Auto Counter: Allows a user to automatically counter an incoming attack with the given weapon or spell. This typically manifests itself as a (False) Intercept.


Meta Magic-related Abilities

Judgement: Negates opponent's Magic Modifier. When used by someone with two positive affinities against someone with two negative, negates all resistances.

Smite: As Judgement, but inverts target's Magic Modifier to damage themselves.

Spell Boost: Allows a user to add their weapon's MM and Base Damage to a given spell at will. It represents a weapon that someone can use as a magical channeling instrument, like a staff or wand/sword-thing like Fairy Battle Mages use.

Omni-caster: Allows the caster to cast more than one spell per turn, up to the level of this ability.

Multi-Caster: Allows the Caster to cast multiple spells in a single action.

Mana Charge: Allows the user to 'charge' a spell; Instead of firing off that turn, they instead hold back and let the MM fill up instead of just shoving magic into it. Each turn adds the next roll to the previous until the MM maxes out.

Modifier Save: Allows the user to retain a Magic Modifier roll for subsequent attacks, until they choose to roll again.

Mana Steal: Adds an extra Magic Modifier Roll based on half of your opponent's Modifier Roll.

Spell-Cancel: Cancels active magic use it contacts. Effect ceases once contact is lost.

Spell-Stop: As Spell-Cancel, but permanently removes buffs and debuffs.

Dispel: Activates an AOE pulse that removes magical effects in your immediate area. Effectively Spell-Stop with AOE.

Grand Dispel: Renders magic use in an area impossible for the round.

Spellbook Lockdown: Seals the victim's spells. Higher levels seal more spells.

Total Charge: Magic Modifier must be maxed out to cast.

X-Turn Cooldown: Spell my not be used again for X number of turns.

Proxy Caster: Allows casting of spells through proxy, usually at a reduced power.

Channel: Locks the caster in place during use of the spell. Spells with Channel always have a notable duration of some kind, whether it be an extended wind-up to cast the spell, a duration to the spell itself, or a combination of both.

Difficulty Change: Reduces the Difficulty Check of a given ability by 1 for each Level of the Change spell. All Difficulty Checks are run by 1d100s with a given difficulty per ability.
X by Modifier abilities do not count as difficulty checks.

Primordia: Upgraded version of Intercept that allows the interception of spells with non-spell attacks.

Invoke: X: Automatically casts the associated spell upon use of the attached attack. Not a free cast, but can exceed the normal spell limit.

Spell Cartridge #: Allows the weapon to store completed spells, and later use them outside the normal spell limit. Only appears on weapons with Spell Boost.
Note: An artificial ability, invented recently. Extremely uncommon.​

Offense-related Abilities

Kingdom: Doubles the strength of a hit, but halves it against someone with a 'Rule' affinity.

Critical Strike: Increases the odds of attacks striking vital areas and causing body modifiers. Lesser form of Catastrophic Damage.

Catastrophic Damage: Greatly increases the odds of attacks striking vital areas and causing body modifiers, and massively Increases the severity thereof.

Crush: x3 multiplier to damage output when utilized two-handed.

Smash: Stronger version of Crush. Instead of a x3 it gives a x9.

Vorpal: Increases own total damage by 50% and decreases the opponent's by the same during intercept conflicts. If 3-to-1 damage advantage is achieved, negates opponent resistance entirely. Also has a tendency to cut anything that isn't literally indestructible like it's butter.

Detonate: Attack causes extra damage to the surroundings. Smaller scale than Collateral Damage.

Collateral Damage: Attack causes extra damage to the surroundings. This can mean anything from other enemies, to the surrounding landscape.

Apocalypse: Attack causes extra damage to the surroundings. Greater scale than Collateral Damage.

One-shot: Spell or weapon can only be used once per battle.

Auto Kill: Kills target on hit, unless the possess higher existence bonuses than user.

Planet Cracker: Allows an attack to bypass Morality barriers up to planetary level, and gains a x1000 damage multiplier when activated.

Execute: 700% damage boost against targets that have less than 30% of their health remaining.

Ray: An attack that is functionally continuous. So long as the user has an available attack per turn to use, they can launch a constant assault using the spell or weapon.

Laser: A short burst attack that sacrifices moves per turn to hit harder.

Ordnance: Denotes an alternate firing mode with greatly increased range and a x2 multiplier to damage, but can only be fired while stationary. Attacks made with this mode reduce the effectiveness of size-based defenses such as Large Enemy by 50%.

Heavy Caliber: The improved form of Ordnance, it increases damage by x6 instead of x2, and outright ignores size-based defenses.

Target:Army : Allows the given spell to target a mass of enemies as if they were a single entity. Also gives a x500 damage multiplier when activated in order to hit properly at that scale.

Ghost Touch: Allows weapon/spell to hit intangible targets as normal.

Splinter: Allows the weapon it's attached to to "splinter" via sacrificing 50% of it's attack power to reset the wielder's attacks per turn. A weapon can only splinter up to the weapon's level.

Splinter & Combine: the ultimate form of the 'Splinter' ability. It allows the user to cut their damage by 50% to reset their Attacks Per Turn to continue attacking. 'Combine' allows them to fuse weapons and increase their damage output by double for the same. A weapon can only 'Splinter' up to it's given level per turn, and 'Combine' once.

Batter: Has a 15% chance to stun an opponent for a turn. As well as a chance to leave behind a body modifier that reduces both their Damage and Base Resilience by 25%.

Obliterate: Auto-kills "Mortal" enemies that get hit, and allows the weapon to bypass Beyond Good and Evil.

Ricochet: Allows an attack to go on to attack another target at reduced damage per hit. Only the first attack can synchronize with other attacks and benefit from affinity or situation bonuses. Afterwards, the damage for each bounce must be resolved individually. Maximum one bounce per target.

Anti-Infantry: x6 more damage to mooks. So the user can kill all the mooks.

Anti-Air: x6 more damage to flying enemies. Also allows attacks to bypass defenses that protect from ground-restricted damage.

Smackdown: A superior version of Anti-Air, which gives a X10 damage increase, and automatically grounds flying enemies it hits.

Backstab: Gives a x16 multiplier when attacking from behind.

Scale to Target: Allows the Damage of a weapon/spell to use a function of the Target's stats as its damage counter.

Offender: Adds a +1,000 and the spell's Existence Bonus to attack.

Lethal Surprise: x15 Damage when the target is suffering from Surprise.

Purge: Doubles damage for every affinity the target posses that does not match one of the attack's. Doubling applies successively, so 1 affinity difference is x2, 2 is x2x2, etc.
Note: High level ability, generally doesn't appear below level 15 or so.​

Damage Charge: Spends an action (usually by using the attached spell) to charge up extra power for the next action in the line. This comes out as doubling the Base Damage of the following attack/spell used, but can't stack beyond that. Extra Damage optional.

Karma: Allows the spell to "collect" the total damage output of the target for the entire battle and fire it back at them. Effectively, it gets worse the more damage the target does.

Capitalize: X2 total damage against immobilized targets.
Health-related Abilities

Drain: 25% damage caused is regenerated as Health. If an enemy is killed by an attack with this ability, remove one Body Damage Modifier.

Vampire: 50% damage caused is regenerated as Health. If an enemy is killed by an attack with this ability, remove one Body Damage Modifier.

Consume: 75% damage caused is regenerated as Health. If an enemy is killed by an attack with this ability, remove one Body Damage Modifier.

Auto Revive: Automatically revives a weapon on death.

Rapid Recovery: Negates Body Damage modifiers.

Instant Recovery: Removes body damage modifiers. If a weapon has it, it's usually an autonomous one, and only works for the weapon.

Status Recovery: As Instant Recovery, but for negative status conditions instead of body modifiers.

Auto Recovery: Automatically regenerate a set amount of health depending on the spell or weapon.

Adaptive Recovery: Similar to Auto Recovery, but with the bonus that the recoverer gains a 75% damage resistance to the Affinity that caused the damage for the rest of the fight.

Full Heal: Removes all debuffs, body modifiers, and tends to restore a titanic amount of health besides.

Total Heal: Removes all debuffs, body modifiers, and resets health to full.

Heal: Restores the spell's Base Damage in Health to the target. Does not effect body damage modifiers or mental pollutants.

Overheal: Allows spell to raise the target's Health above their usual maximum without negative effects.

Mass Healing: Allows the healing spell to hit areas similar to collateral damage or apocalypse.

Regenerate: Heals the target a bit every turn while the buff applies. Can cure body modifiers if given time.
Movement-related Abilities

Bind: Literally nothing more than the magical equivalent of tying someone up with a regular rope. It doesn't cancel abilities, shape changing, teleportation, or anything else save physical movement. The weakest ability in the "Lockdown" tree.

Lockdown: The middle ground between Bind and Total Lockdown. Instead of only restricting movement like Bind, it also blocks teleportation and spell work of the victim as well. But it doesn't stop shapeshifting from allowing escape.

Total Lockdown: Negates the target's own abilities that would otherwise allow it to escape.

Pin: Locks a non-shapeshifting enemy in place. If the victim moves, the one pinning them gets a free attack.

Teleport: Allows the user to "blink" a significant distance, such as a few hundred yards or so.

Knockback: Exactly what it says on the tin. Sends a motherfucker flying.

Dimension Hop: Allows the user to take a side-step into the next dimension over.

Dimension Shunt: Allows the user to move between dimension at will, up to four dimensions away.

Flight: Allows access to the Flight ability.

Levitate: Allows given weapon to float on it's own. When attached to a boost spell, it allows the effected Level 1 Flight.
Speed-related Abilities

Accelerator: Indicates the spell increases a target's Movement Ability (Flight, Sprint, etc) and/or High Speed Combat level. Exact details specified either in spell description or personal ability.

Hypersonic #: Attacks with this require High Speed Combat of equal level to react to.

Priority Boost: Increases attack's priority in movement order.
Accuracy-related Abilities

Homing: Allows the attack to home in on the target, making it harder to miss with/evade.

Omnipresent: Literal effect; 'everything within this range, regardless of what's there'. An ability with this can only be evaded by not being there when it's cast. Generally only present on attacks that are either purely magical in nature, or possess some other way of ignoring all impediments within their area of effect.

Unerring: Weapon/spell does not miss naturally. Not to be confused with Undodgeable, which only affects active evasion.

Undodgeable: Attacks with this cannot be actively evaded. Not to be confused with Unerring, which does not affect active evasion.

No-Intercept: Attacks with this cannot be Intercepted.

Anti-Parry: Attacks with this cannot be negated by any form or variant of Skill.

Unblockable: The ultimate, Ur Ability form of the above three abilities. Unblockable attacks cannot be blocked, negated, or evaded. An Unblockable attack aimed at you will hit, full stop, and no active defense will do anything about it.
IMPORTANT NOTE: While this ability can be appended to an attack by an Ability or Spell under conditional circumstances (the primary example being Intercept), it is never present as an inherent property of a weapon or offensive spell, and is only listed here for definition purposes.
Form-related Abilities

Shapeshift: allows either a weapon or caster to take on a new form.

Multi-Form: The literal ability of a weapon to have more than one form. Like a sword that's also a gun.

Mode Shift: Related to Multi-form, allows differing forms to have different abilities, but forms are more rigidly defined and restricted.

Size Shift: Allows a weapon to grow larger or smaller, sacrificing Attacks Per Turn for a damage multiplier, or damage for increased Attacks Per Turn.
Affinity-restricted Abilities

Supremacy: Supremacy negates all an opponent's defensive abilities that don't fall under either outright damage reduction (like ICORE's 99%, or No Longer Human's 50%), or an ability that directly targets one of the Affinities for the attack, if they do not have a Rule affinity. "Saves from Death" are also canceled. Only Divine beings, Synchronize Spells, and Rule-related affinities can get Supremacy.

Sudden Death: Disables saves-from-death, as well as anything else that would make it legitimately impossible to kill the target, unless the target has the Death affinity. Only Divine beings, Synchronize Spells, and Death-related affinities can get Sudden Death.

MG Scan: This one specifically is a unique ability for the Library Affinity that allows the spell to break-down and analyse a Magical Girl's powers on contact. In turn allowing the inherent powers of the caster to spontaneously generate a new spell using the revealed information.

Time Walk: Allows the given weapon to add it's Magic Modifiers to the next attack ad infinitum. Each turn every Magic Modifier from previous turns are added to the attack until combat has ceased. Exclusive to the Time affinity and its descendants.

Rule Change: Allows an enforced change to the rules of combat that must be followed for the rest of the battle. Requires Order or a related affinity to manifest in a spell. The spell must also possess Omnipresent in order to operate this ability. Damage optional.

Immolate: Functions as Burn, but also damages all other stats for 50% of the HP damage it deals. A rare ability exclusive to Fire-related affinities.

Interceptor Fire: Allows the attached weapon to use its own attacks to physically shoot down incoming attacks in a manner similar to Unmatched Skill. Only works against ranged attacks that are some form of projectile.
Restricted to human war machines or autonomous MG weapons that have an Affinity derived from Technology.

Devastate: If damage is reduced by any stat, reduce the responsible stat(s) by 25% of the damage blocked. Exclusive to Destruction and related affinities.

True Damage: Bypasses direct damage reduction (other than Resilience) possessed by the target. (E.G. No Longer Human's 50% reduction or Damage Barrier's flat value.) True Damage is exclusive to Divine beings, Synchronize Spells, and Truth-related affinities.

Trans Smasher: Allows attacks to ignore target's Existence Bonuses. Requires a War-related affinity; currently unavailable without special circumstances.

Status Abilities

A note regarding stacking: By default, Standard Status Effects do not stack with themselves unless specified otherwise. Body Modifier-based Status Effects are the inverse. (E.G. Poison doesn't normally stack, but Lame does.)

Armor Removal: Hits the target with a 65% Base Resilience debuff.

Total Armor Destruction: 99% Base Resilience debuff. Stacks with other Resilience Debuffs like Shred and Disintegrate.

Shred: Weakest version of Disintegrate. 5% debuff.

Disintegrate: Self explanatory. Also leaves a 10% Base Resilience debuff (Based on the attack's final end damage) on the targets that survive. If the Resilience it reduced to 0, it auto-kills the target.

Erase: Stronger version of Disintegrate. 15% debuff.

Rend: Weaker version of Murder. Same damage count, but it runs up against Resilience when doing it's calculations.

Murder: leaves a damaging debuff that causes 50% of Damage Done in direct unblockable damage to the victim until they either die or are healed above the point they were damaged.

Slaughter: As Murder, but Debuff is 100% Damage Done.

Burn: causes 1% of an enemy's max hp in damage per turn for ten turns. It can stack up to three times.

Melt: Stronger version of Burn that deals 3% damage and has a higher chance of body damage modifiers.

Incinerate: Strongest version of Burn, dealing 5% damage with a very high chance of body damage modifiers.

Curse: Adds a negative status effect that reduces the MM rolls of the afflicted by 50%.

Slumber: Forces target to sleep.

Poison: Causes 1% hp damage 'till cured or target is dead.

Toxin: A stronger version of Poison, which deals 5% damage until cured.

Plague: An high level variant of Poison, which spreads contagiously to nearby targets from anyone afflicted by it.

Vertigo: Induces dizziness and nausea.

Bleed: Deals 10% max Health in damage each turn; lasts until corresponding Body Modifier is healed. Can stack a maximum of 3 times.

Chill: Reduces target's APT by 1. May stack on itself up to 3 times, at which point it upgrades into Freeze. Upgrades to Freeze early if it reduces them to 1 APT before 3 stacks are applied.

Freeze: Causes 1% hp damage for ten turns and reduces the target's APT to 1. Unless it was already 1, then they're immobilized.

Terror: Causes Fear.

Hate: Causes Rage.

Stagger: Lesser version of Stun, only has a 50% of stunning the enemy.

Stun: Exactly what it says on the tin. Stuns the target for a turn.

Interrupt: Target loses their next action.

Sanity Damage: They had tea with C'thulhu. Induces a form of insanity in the target that causes mental modifiers during combat and social interactions. Wears off after a time so long as they haven't gotten hit with it too many times.

Paralysis: Paralyzes the target for a set number of turns.

Dazzle: Victim cannot see for a single turn. Weaker version of Blind.

Blind: Victim cannot see for three turns. Stronger version of Dazzle.

Blackout: Shuts down the target's senses. Sight, hearing, etc. Expands to affect esoteric senses at higher levels.

Status Block: Temporarily prevents negative status conditions from being applied to the target. Does not affect any status conditions they are already suffering from.

Lame: Applies a body modifier that reduces target's APT by 1, and immobilizes them if their APT drops to 0.

Mutilate: Inflicts a body modifier that reduces all forms of healing in effectiveness by 25% until the body modifier is removed.

Mangle: Inflicts a body modifier that reduces all forms of healing in effectiveness by 50% until the body modifier is removed. Stronger version of Mutilate.

Maim: Inflicts a body modifier that reduces all forms of healing in effectiveness by 75% until the body modifier is removed. Strongest version of Mutilate.

Upgrade: Allows the user's ally or one of the user's abilities to operate as if they're at a higher level.

Downgrade: Forces a target's ability/weapon(s) to operate as if they're at a lower level.

Damp: Halves the effectiveness of Fire related effects and doubles the effectiveness of Ice and Electricity related effects.

Abrade: Reduces target resilience by 1% per hit. Unique in that it counts each tick of Full-Auto and derivatives as a "hit".

Confusion: Muddles ability to aim for 3 turns. While affected, attacks strike a random target in range, potentially even the attacker.
Multi-hit Abilities

Double Cast: Spell only power. automatically treats spell as having been cast twice.

Triple Cast: As Double Cast, but three times.

Quadra-Magic: As Double Cast, but four times.

Omni-Magic: The ultimate form of Double Cast. Allows something to be cast 5 times with one cast.

Double Hit: See Double Cast, but with a melee attack.

Multi Slash: As Double Hit, but x3.

Slash Hell: As Double Hit, but x5.

Double Tap: Double Hit with a ranged weapon.

Multi Shot: Multi Slash with a ranged weapon.

Bullet Hell: Slash Hell with a ranged weapon.

Full Auto: Deals 20% of the base damage of the given weapon/spell five times, on top of standard damage.

Danmaku: As Full Auto, but deals 25% of Base Damage ten times per use.

Rain of Light: As Full Auto, but deals 100% of Base Damage ten times per use.

Rain of Blows: As Full Auto, but restricted to melee attacks.

Blitz: As Danmaku, but restricted to melee attacks.

Full Combo: As Rain of Light, but restricted to melee attacks.
"X by Y" Abilities

Kill by Modifier: Percentage chance to automatically kill target, determined by Magic Modifier.

Boost by Modifier: Multiplies effect by Magic Modifier roll.

Boost by Level: Multiplies effect by spell/weapon level.

Stack by Level: Allows buffs from the same source to stack upon themselves a number of times equal to spell level.

Stack by #: Allows buffs from the same source to stack upon themselves a number of times equal to #.

Hit by Level: Attacks a number of times equal to spell level.

Hit by Modifier: Attacks a number of times equal to Modifier roll.

Cast by Modifier: Casts spell a number of times equal to Modifier roll.

Damage by Health: Deals damage based on the user's health.

Target by Level: The spell can target up to its level in enemies.

Target by Modifier: Max targets for the cast is defined by its Modifier roll.

Overheal by Modifier: Allows spell to raise the target's Health above their usual maximum, up to a limit of Max Health + Modifier Roll.

Duration By Modifier: Lasts a number of turns equal to the Modifier Roll
Boost Abilities

Boost-Self: Indicates that spell affects the caster.

Boost-All: Indicates that spell affects all "allied" targets. (AOE unless otherwise specified by the spell description)

Boost-Other: The spell can't be used on the caster.

Boost Weapon: Boosts damage for the target's weapon.

Move Boost: Artificially increases Attacks Per Turn.

Boost Stack: X: Increases the stack of the named ability when cast. Only works with abilities that function off of stacks.

Stat Explosion: Causes a radical change in the base stats of the character.

Max Boost: The ultimate form of the "Boost" abilities. It allows a radical change in the stats of the target as well as a change in their physical forms in order to facilitate new weapons and abilities that are not otherwise there.
Miscellaneous Abilities

Return: Allows the given weapon or ability to instantly return to its wielder when called.

Auto Assault: This allows a weapon or spell to attack on it's own completely separate to it's user. It still requires the user to designate a target, but past that needs no other real input.

Autonomous Combat: Allows the weapon to act totally independent of the wielder as a completely separate entity.

Vacuum: Allows the attack to suck in enemies to damage those outside it's usual range.

Synchronize: This allows the attack or spell to synch to another attack, increasing both to even greater levels. See Synchronization tab on first page.

Limitless: Can summon an endless supply of their given weapon. Opponents can pick up discarded weapons for a damage boost based off the original wielder's to use against them if they have the skills as seen in Steel Gear. Similar can apply to allies as well, letting the owner of this ability to equip weaker allies with superior weapons. Allows engaging multiple targets simultaneously.

Perception Control: A minor debuff that messes with the victim's ability to perceive basic things like distance or direction defined by the user's desires.

Perception Overwrite: Ultimate form of Perception Control. It allows the user to dictate how the afflicted enemy perceives a specific target.

Reincarnation: Perfect resurrection.

Possession: Allows the caster to take direct and total control of the target.

Taunt: Forces all enemies to target the user every two turns.

Attack Draw: Acts like a Taunt without a cool-down.

Geas: Creates a pact for the afflicted that they have to follow through on, otherwise they suffer a stacking malus to their stats. Such as needing to give all your attacks stupid names.

Assimilate: Allows the user to 'eat' something and incorporate the victim's abilities into itself. Works with Protean.

Backup: Allows the user to break Grapple and cause Base Damage x2 to the opponent.

Elemental Backup: Elemental Attacks are rendered ineffective. If an enemy has an elemental weakness, attacks are treated as having that element.

Ability Negation: Allows the weapon or spell to temporarily negate the Enemy's Abilities. Magical Girls that are at least two growth tiers over are immune to the negation.

Manufacture: Allows a spell to rapidly build a new structure, high-quality autonomous golem, or item. It's more narrative-driven than most other abilities and has little in the way of combat utility.

Instant Manufacture: As Manufacture, but instant. It has a lot more combat utility in that it can be used to spontaneously rearrange the immediate surrounding for things like cover and traps from nowhere, along with other potential terrain modifiers and such. Still dependent on narrative flow though.

Summoning: Allows a single, powerful, being to be summoned, or a number of weaker lesser creatures.

Grand Summoning: Allows numerous powerful creatures to be summoned, or a mindboggling number of weaker ones. Sometimes both.

Legion: Allows summoner the undivided loyalty of the things they've summoned and the ability to control them as necessary.

World Sphere: An overwrite effect on the local area, pretty much turning the user into a miniature Divine Being while inside that area. If used within the influence of a weaker Divine Being, it'll outright kill that DB and use its power to permanently rewrite the area to allow the user's influence.

Clone-Self: Self Explanatory.

Single Turn Effect: Effect is only active for the one turn.

Silent: Self explanatory, weapon or spell doesn't make noise.

Invisibility: Exactly what it says on the tin. Turns the target or weapon invisible.

Analyze: Similar to MG-Scan, it allows the user to break down and analyse the target's magic. Usually used on a spell in order to gain a copy of it for later study. Can also allow an MG to identify the target's Affinities and current base stats.

Ability Synch (Pilot): The Golem's weapon abilities add the abilities of the Pilot's usual weapon, as well as allow the Golem to utilize it's pilot's other abilities as well.

Voodoo Link: Connects two objects/individuals together through a sympathetic bridge, which in turn allows the caster to effect the second individual/object through the individual/object under their control. Anything from damage, to healing is usable. Though the effect is reduced dependent on the size-ratio between the connected existences; For example, a voodoo doll that's 1/99th the side of the victim will only pass along 1/99th the damage from being set on fire. Or an effigy that's 99 times larger than the victim will pass along 99 times the damage of being set on fire.
This damage could also be increased via the level of the spell. Level 2 doubles it, level 3 triples it, so on.

Phantasm: Creates an illusion based upon the victim's desires. Spell's level controls how accurate the image is by percentile. (Ex. Level 20 is 20% accurate, while level 101 is 101% accurate... or real enough that it surpasses the target's imagination.) Sanity Damage is possible.

Kamikaze: Spell kills the caster. Effectively a suicide attack.

Non-Lethal: Attack or spell does not lead to Body Damage and when the target falls below 0 hp, they are knocked unconscious instead of being killed.

Grapple: Weapon or spell can be used to full effect while in a Grapple.

Auto-Grapple: Automatically initiate a grapple upon a successfully landed attack.

Riposte: Allows a free counterattack with the weapon after a successful parry or block. Does not activate on full Intercepts.

Protean: Ability can substitute other abilities for itself, taken from a defined selection of abilities/ability combinations. Higher levels of this ability allow multiple abilities/ability combinations to be substituted for a single "slot" of Protean. Not to be confused with (Variable), which lacks defined borders.

(Variable): Not a true ability, but rather a placeholder to indicate the relevant ability/affinity can vary situationally. Not to be confused with Protean, which operates under narrower restrictions.

Negate Slayer: Negates Slayer abilities targeting the character affected by this spell.

Telepathy: Indicates a direct mind-link between the user and another. Typically exclusive to spells and autonomous weapons.

Target Change: Changes the target of another attack.

Ability Refresh: X: Allows a spell to refresh/restart the named personal ability. Only works for abilities with durations or other time-based mechanics.

Ability Trigger: X: Allows the spell to manually activate the named ability, irrespective of whether it would normally activate. Only works for abilities with conditional triggers.

Illuminate: Pierces incorporeal obstructions of sight. Shadows, smoke, fog, dust, invisibility, illusions, etc. Cures Dazzle and Blind not caused by a body modifier.

Magazine #: Indicates the attached weapon or spell has a number of "shots" before needing to be reloaded. Cost of reloading defaults to 1 action if not defined by a personal ability.

Reveal Hidden: Dispels stealth effects like Invisibility, Silence, etc.

Clone-Weapon: Exactly what it says on the tin. Produces a 1:1 copy of a given weapon.
Super Abilities

Starslayer: Allows an attack to bypass Morality barriers up to Solar level, and gains a x10,000 damage multiplier when activated. Super Ability.

Auto Max Charge: Adds the Magic Modifier to the Modifier Roll when the weapon or spell is used, stacking them together. Super Ability.

Sunder: Automatically break opponent's weapon during Intercept Conflict, regardless of outcome. Indestructible grants immunity. Super Ability.

Affinity Kill: If the attack hits, then the user gets to choose one of their opponent's affinities and lock it out for the rest of the fight, leaving everything that has that affinity unusable for that fight. Super Ability.

Perpetual Caster: Automatically casts a spell an extra turn after the initial cast for every ten levels of the spell. Super Ability.

Negative Space: Negates healing effects, then outright turns them harmful to the user when triggered. Super Ability.

Superslayer: Attack is automatically treated as having the Slayer Ability for target's affinities (e.g. Soverignslayer when used against good rulers, or Devilslayer against evil divinity). Super Ability.

Priority-1: Attacks with this always go first. Always. Super Ability.

Heavenslayer: 800% damage increase vs targets aligned with Heaven. Super Ability.

Hellslayer: 800% damage increase vs targets aligned with Hell. Super Ability.

Eject: Banishes the target back to their home dimension. Super Ability.

Potential Release: Draws out a target's hidden potential. Effects vary by the spell applying it and the target affected by it, but examples include massive stat boosts, extra affinities, free super abilities, and just straight up giving magic to people who didn't or couldn't have it. Super Ability.

Stack Overflow: Allows buffs from the same source to stack upon themselves an unlimited number of times. Super Ability.
Divine Being Abilities

Total Devastation: Allows the user to bypass conceptual defenses and enforce permanent conceptual change in a given area. Divine Entity only.

Evolution of Warfare: The ability to identify cause-and-effect and apply it to combat. Unique to humanity as a species.

Journey: The ability to travel through time. Divine Entity only.
Affinity Boost Abilities

A category of abilities that increase the power of attacks and spells which have the corresponding affinity.

Some examples:

Ice Boost: Doubles the power of cold-aligned Affinities.

Fire-Triple: Triples effectiveness of attacks with "fire" aligned affinities.
Slayer Abilities

Slayer Abilities: For every affinity, there is a corresponding ability that grants a 500% damage mbonus against targets with that affinity. More specialized variants, which key off of two affinities rather than one, grant a 750% bonus, but will fail to activate if the target lacks both target affinities.
All such abilities are recognizable by being named _____slayer.

Specifically notable Slayer abilities:

Demonslayer: 50% damage per negative affinity the target has.

Prime Evil Slayer: The stronger version of Evilslayer. If an opponent has Evil and another negative Affinity, they take 700% extra damage.
Recursive Abilities

Recursive Abilities: These are magical abilities that are able to happen more than once as long as the conditions are met. Like Red Rose's ability to reduce damage if it exceeds a set amount. So long as those conditions are met, it'll keep activating until the conditions are no longer met. Doesn't matter what the original cause is.

Echo: 50% chance to double spell, recursive.


Searchable Google Docs Version
 
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Well it's not sorted and probably missing a bunch of things, but here ya go.
It should probably include a note about the whole thing about ________slayer abilities existing for every affinity.

You also forgot the ones mentioned in this post, one of which I even just used.
Right. Start it as Spell-Cancel, then go to Spell-Stop, then Dispel, then Grand Dispel. With each level stopping greater and greater things.
 
I think I massively goofed with the numbers in that last Summit omake. :V

See, when I put through the damage the first time I didn't factor in Echo of Peace. It was added in at as I was writing that part so Summit would stay another round instead of Shifting out of there. EoP, if applied as it did for Truth, has a huge influence on how much damage Summit takes during that last round of Blue Sky-administered beatings. e.g.:

The Mobile Fortress: (1170 Base Damage, +1170 Point Blank, +1170 SQUEEZE!, +458 Dice, +(2920) Danmaku = 6888 Total Damage.
Intercept
Panoply: 1040 Base Damage, +83 Dice, +104 Leverage = 1227 Total Damage

5661 Difference, The Mobile Fortress wins.

The Mobile Fortress: 5661 Intercept Damage, No Dice = 5661 Total Damage
Magical Girl Summit : 680 Resilience, -340 Pinned, +849 Defensive Field, +3679 Echo of Peace = 4868 Damage Reduction

793 Final End Damage

Summit: 2460 - 793 = 1667 Health Remaining.)


Without Echo of Peace Summit would take 4472 Damage, after her I Shall Not Fall ability procs that's 2236 Damage. Leaving just 224 Health for Solid Core to accidentally blast. Which is what I wrote, even though Echo of Peace should have left Summit with much more Health at that point, enough to survive that bit of friendly fire. :V

Maybe there was a Gehaburn shall not be denied effect there....
 
Well it's not sorted and probably missing a bunch of things, but here ya go.

LDj's List of Abilities.
According to crystalwatcher, the Ability Modifier Save allows a weapon to hold a single Magic Modifier Roll until the person chooses to reroll it. Apparently it's commonly seen on shapeshifting weapons.

In addition, I'm fairly certain that the version of Slayer Abilities that require two Affinities have a 750% damage boost instead of 700.
 
Well it's not sorted and probably missing a bunch of things, but here ya go.

LDj's List of Abilities.

Here's the ones you've missed and what sheet to find them on, not including abilities from submitted sheets - that's a whole `nother mess.

Affinity Kill Archangel Gabriel
Autonomous Combat Gaia | MG Goddess Red
Backup Jessica Roberts
Defender Samael Balier
Demonslayer Archangel Gabriel | Archangel Michael
Devilslayer Archangel Gabriel | Archangel Michael
Dimension Hop MG Judgement Drive
Evolution of Warfare Gaia
Increase Stack: ____ MG Carnage
Instant Recovery Gaia
Kingslayer MG Angel WEAPON | MG Maiden of the East
Max Boost Gaia
MG-Scan Samael Balier
Multi-Caster (Lvl _) Samael Balier
Possession Gaia
Rapid Recovery MG Solid Drive
Reincarnation MG Goddess Red
Self-Boost Hell's Foot Soldiers
Splinter & Combine MG Hero WEAPON
Stack by Level MG Judgement Drive | MG Solid Drive
Time Walk MG Goddess White | Void
Total Charge Lucky Star
Total Devastation Cosmos
Tyrantslayer Archangel Gabriel | Archangel Michael
 
Autonomous Comba
Backup
Defender
Dimension Hop
Evolution of Warfare
Increase Stack: ____
Instant Recovery
Possession
Rapid Recovery
Reincarnation
Can't find the explanation for these.
I can guess, but a guess isn't really good enough.

Multi-Caster (Lvl _)
I think this one's a typo of Omni-caster.

typo of boost self, I'm pretty sure.

It's on the list.

Demonslayer
Devilslayer
Covered by "slayer abilities".
 
I don't think its much of a guess to say that the Autonomous Combat ability attached to Goddess Red's Black Knight means "this weapon can attack independently of its owner".
That's Auto Assault. Autonomous Combat and Auto Assault are different, and have different functions, but I can't locate the post that explains it.
 
That's Auto Assault. Autonomous Combat and Auto Assault are different, and have different functions, but I can't locate the post that explains it.
Found the answer and more:
Autonomous Combat allows the weapon to act totally independent of the wielder as a completely separate entity. This makes them nearly impossible to direct in specific ways, but allows them to react to things that the wielder wouldn't otherwise see coming.

Reincarnation means perfect resurrection. As in "I cast monster reborn. Fuck your shit."

Possession allows the caster to take direct and total control of the target. Lots more to the given spell, but them's the basics.
So justinkal was right.
 
LDj's List Bible of Abilities Added to the front page.

Any of the Data Insufficient abilities you want me to fill out?

Hey @crystalwatcher I was just looking at the character sheets and you don't have Blue Sky marked as Deceased.

See this is why I wish Geheburn's soul obliteration effect worked on people who weren't our friends. It would be really freaking useful when one of your greatest enemies is a Necromancer.
consumption, not obliteration.
This is because, like an idiot, I forgot to mark her.
 
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