Crystalwatcher's Magical Girl Quest!

(Unaligned) Magical Girl Dragon's GraveKeeper

???

Stats

Health: 250
Base Damage: 70 (210)
Base Resilience: 40
Magic Modifier: 200
Affinity: Spirit | Dragon | Legend Maker | (Necromancy)
Weapons

Dragonic Spirits
Level 4
Attacks Per Turn: 1 each
Affinities: Spirits | Dragon
Abilities: Intangible | Fear | Vampiric | Companion | Autonomous | Intercept

Dragon Zombie
Level 5
Attacks Per Turn: 5
Affinities: Dragon | (Necromancy)
Abilities: Horror | Undead | Autonomous | Intercept | Necromantic Miasma and Breath
Spells

Summoning
Level 3
Base Damage: N/A
Magic Modifier: 300
Affinity: Summoning | Spirit | Dragon
Ability: Summoning | Ritual
Total number of Spirits summoned at once = Level of Spell

Summoning
Level 1
Base Damage: N/A
Magic Modifier: 100
Affinity: Summoning | Dragon | (Necromancy)
Ability: Summoning
Summon undead Dragon based body to her.

(Necromancy)
Level 2
Base Damage: N/A
Magic Modifier: 200
Affinity: (Necromancy) | Dragon
Ability: (Necromancy) | Ritual
Craft and summon the dead in physical form. Requires materials. MG Dragon Grave cheats by having Spirits on hand to form bodies around, even if they still end up mindless, side-stepping the need for Draconic bodies to work her (Necromancy)
Abilities
Language of the Dead: (Incomplete)
-Can understand spirits of the dead if they still linger... mostly. She only truly understands Draconic Spirits.

Call of the Grave:
-Within a Graveyard, battlefield, or similar location that holds spirits of the dead, Dragon's GraveKeeper can temporarily bypass the limit of her Spirit-based Summoning spell.

Spirit Syphon:
-Spirits leave behind traces of the energy and material they are made of. MG Dragon's GraveKeeper can take this material/energy to enhance herself temporarily to high effect (apply a bonus to all stats) or integrate it into herself for a more permanent but much smaller boost (extra XP)


Not sure about her 3rd affinity. Should I bump it up? Also wasn't sure where to stick (Necromancy), so I just treated it as a 4th affinity.

Really not sure if she'd have UD or UL leanings... Originally it was going to be UD, but then I thought of her being a GraveKeeper in a way and... *Shrug* I don't know.
Right, so working on the Ability list, and... this sheet is problematic.
  • "Autonomous" is not an ability. It's either Autonomous Combat or Auto-Assault.
  • "Necromantic Miasma and Breath" is also not an ability.
  • "Horror" and "Undead" are affinities, not abilities.
  • "Vampiric" should be "vampire".
  • "Summoning" should be "summon".
    • For that matter, why are both her spells named "summoning", and why do they have that as an affinity when she doesn't have that affinity?
  • "Fear" should be "Terror".
Also, the picture's busted.
 
So..............that rough estimate that said that Gabriel can nearly survive a full turn against Rei?
Looking at the numbers I think Gabriel could get pretty close to killing Rei. As long as she had Echo of Peace, and Rei didn't, anyway. Oh and assuming Rei doesn't automatically neutralize Gabriel's attacks 75% of the time, which seems reasonable since they have Hostile Divinity Effect.

Behold!
Turn One:

(Fragment of Annihilation: 15,000 Base Damage, +162 Dice, +15,000 Kingdom = 30,162 Total Damage
Angel Gabriel: 4,000 Base Resilience, +483 Dice, +19,605 Echo Of Peace = 24,088 Damage Reduction

6,074 Total End Damage

Angel Gabriel: 30,000 - 6,074 = 23,926 Health Remaining)

(Blade of Light: 12,000 Base Damage, +44 Dice, +500 Hostile Divinity Effect = 12,544 Total Damage
Blade of Light: 12,000 Base Damage, +44 Dice, +500 Hostile Divinity Effect = 12,544 Total Damage
Blade of Light: 12,000 Base Damage, +44 Dice, +500 Hostile Divinity Effect = 12,544 Total Damage

37,632 Collective Damage

Goddess Gold: 1,000 Base Resilience, +817 Dice, +400 Epic Existence = 2,217

35,415 Total End Damage

Armor of The King: 75% Reduction

8,853 Final End Damage


Goddess Gold: 55,000 - 8,853 = 46,147 Health Remaining)



(Fragment of Annihilation: 15,000 Base Damage, +536 Dice, +15,000 Kingdom = 30,536 Total Damage
Angel Gabriel: 4,000 Base Resilience, +336 Dice, +19848 Echo Of Peace = 24,184 Damage Reduction

6,352 Total End Damage

Angel Gabriel: 23,926 - 6,352 = 17,574 Health Remaining)

(Blade of Light: 12,000 Base Damage, +301 Dice, +500 Hostile Divinity Effect = 12,801 Total Damage
Blade of Light: 12,000 Base Damage, +301 Dice, +500 Hostile Divinity Effect = 12,801 Total Damage
Blade of Light: 12,000 Base Damage, +301 Dice, +500 Hostile Divinity Effect = 12,801 Total Damage

38,403 Collective Damage

Goddess Gold: 1,000 Base Resilience, +918 Dice, +400 Epic Existence = 2,318

36,085 Total End Damage

Armor of The King: 75% Reduction

9,021 Final End Damage


Goddess Gold: 46,147 - 9,021 = 37,126 Health Remaining)



(Fragment of Annihilation: 15,000 Base Damage, +926Dice, +15,000 Kingdom = 30,926 Total Damage
Angel Gabriel: 4,000 Base Resilience, +338 Dice, +20,101 Echo Of Peace = 24,439 Damage Reduction

6,487 Total End Damage

Angel Gabriel: 17,574 - 6,487 = 11,087 Health Remaining)

(Blade of Light: 12,000 Base Damage, +277 Dice, +500 Hostile Divinity Effect = 12,777 Total Damage
Blade of Light: 12,000 Base Damage, +277 Dice, +500 Hostile Divinity Effect = 12,777 Total Damage
Blade of Light: 12,000 Base Damage, +277 Dice, +500 Hostile Divinity Effect = 12,777 Total Damage

38,331 Collective Damage

Goddess Gold: 1,000 Base Resilience, +420 Dice, +400 Epic Existence = 1,820

36,511 Total End Damage

Armor of The King: 75% Reduction

9,127 Final End Damage


Goddess Gold: 37,126 - 9,127 = 27,999 Health Remaining)
I couldn't be bothered to math out the following turns but with Gabriel at 37% Health and Goddess Gold at 51% Health it's clear that Rei would just eak out a win. If you run the average Final End Damages:
Fragment of Annihilation Final End Damage = (6,074 +6,352 + 6,487 )/3 = 6,304
Blade of Light Final End Damage = (8,853 + 9,021 + 9,127)/3 = 9,000

Angel Gabriel: 11,087 - 6,304 = 4,783 Health Remaining
Goddess Gold = 27,999 - 9,000 = 18,999 Health Remaining

Angel Gabriel: 4,783 - 6,304 = -1,521 Health Remaining
Then Gabriel dies on the second attack of Turn 2 and Rei is left with just 34.5% of her Health. Probably the closest anyone has come to killing Rei in a long time.
 
Looking at the numbers I think Gabriel could get pretty close to killing Rei. As long as she had Echo of Peace, and Rei didn't, anyway. Oh and assuming Rei doesn't automatically neutralize Gabriel's attacks 75% of the time, which seems reasonable since they have Hostile Divinity Effect.
This really shows how blatantly ridiculous Gabriel is now!

We should make this spar happen in order to convince Rei to start spending her mountains of XP, and possibly to convince Gabriel to learn the Intercept skill (which I believe would make her actually win that fight)!
 
@crystalwatcher
Hey, quick worldbuilding question regarding Hope (one which isn't in the data dump about it and doesn't seem spoilery).

Roughly how long was it (in terms of years) between when humans first started colonizing Hope and the fall of Hope?
 
@crystalwatcher
Hey, quick worldbuilding question regarding Hope (one which isn't in the data dump about it and doesn't seem spoilery).

Roughly how long was it (in terms of years) between when humans first started colonizing Hope and the fall of Hope?
Going by Familiar's Timeline about two years.

We can work this out because:
  1. WWIII started in 2003
  2. Hope was colonized 2 years after the war ended
  3. The Goddess Four became Magical Girls in 2006
  4. Goddess Grey killed Juggernaut Drive in 2007
So the earliest Hope could have been colonized was 2005 and the latest it could have fallen was 2007.

I hold this as evidence that either CMGQ!Humanity are X-COM!Humanity+Magic or, and more likely, crystalwatcher is terrible with math.
 
I hold this as evidence that either CMGQ!Humanity are X-COM!Humanity+Magic or, and more likely, crystalwatcher is terrible with math.
I'm guessing it's the math thing, because the old Data Mine says that breeding is one of the things that affect magical potential, but there hasn't really been any time to test if children of Practitioners are better at magic (this detail is relevant to a character sheet I'm working on), because it's only been 10 years since Practitioners became a thing.
 
Right, so working on the Ability list, and... this sheet is problematic.
  • "Autonomous" is not an ability. It's either Autonomous Combat or Auto-Assault.
  • "Necromantic Miasma and Breath" is also not an ability.
  • "Horror" and "Undead" are affinities, not abilities.
  • "Vampiric" should be "vampire".
  • "Summoning" should be "summon".
    • For that matter, why are both her spells named "summoning", and why do they have that as an affinity when she doesn't have that affinity?
  • "Fear" should be "Terror".
Also, the picture's busted.
  • What's Autonomous Combat again? I found Auto-Assault in Nepgears notes.
  • I'll switch that to... two spells I guess. On a related note, how does one designate a passive/always active spell. Or would that be an Ability under the ability tab?
  • My bad
  • Ditto
  • I could name it Spirit Calling, but she's summoning spirits of the dead. Dead dragon spirits, so I'm not sure what else you want me to call it. *Shrug*
  • Noted
 
So I've pretty much got a full stat sheet worked out for a non-MG human Practitioner (an expy), but I'm struggling to figure out a name for them.

When I'm no longer typing on my phone (and thus can handle formatting stuff correctly), I'll throw the sheet up with a placeholder name.

If anyone wants to help me think of an actual name before then, send me a PM.
 
  • What's Autonomous Combat again? I found Auto-Assault in Nepgears notes.
  • I'll switch that to... two spells I guess. On a related note, how does one designate a passive/always active spell. Or would that be an Ability under the ability tab?
  • My bad
  • Ditto
  • I could name it Spirit Calling, but she's summoning spirits of the dead. Dead dragon spirits, so I'm not sure what else you want me to call it. *Shrug*
  • Noted

Autonomous combat means it's a sapient individual that can make its own decisions.
 
We can work this out because:
  1. WWIII started in 2003
  2. Hope was colonized 2 years after the war ended
  3. The Goddess Four became Magical Girls in 2006
  4. Goddess Grey killed Juggernaut Drive in 2007
So the earliest Hope could have been colonized was 2005 and the latest it could have fallen was 2007.
Hope was colonized early 2005, and conquered late mid-2007.

So around 2 and a half years.
 
What's Autonomous Combat again? I found Auto-Assault in Nepgears notes.
they're in the Misc. section of my ability list.
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.

I'll switch that to... two spells I guess. On a related note, how does one designate a passive/always active spell. Or would that be an Ability under the ability tab?
Passives would be abilities, yes.
I could name it Spirit Calling, but she's summoning spirits of the dead. Dead dragon spirits, so I'm not sure what else you want me to call it. *Shrug*
So long as the distinct spells have different names, I don't particularly care what you call them.
 
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(Unaligned) Magical Girl Dragon's GraveKeeper

???

Stats

Health: 250
Base Damage: 70 (210)
Base Resilience: 40
Magic Modifier: 200
Affinity: Spirit | Dragon | Legend Maker | (Necromancy)
Weapons

Draconic Spirits
Level 4
Attacks Per Turn: 1 each
Affinities: Spirits | Dragon
Abilities: Intangible | Fear | Vampire | Companion | Autonomous Combat | Intercept

Dragon Zombie
Level 5
Attacks Per Turn: 5
Affinities: Dragon | Horror | Undead | (Necromancy)
Abilities: Auto-Assault| Intercept
Spells

Spirit Call
Level 3
Base Damage: N/A
Magic Modifier: 300
Affinity: Spirit | Dragon
Ability: Summoning | Ritual
Total number of Spirits summoned at once = Level of Spell

May also be used to summon one pre-marked, dragon-spirit-inhabited body to her location.

(Necromancy)
Level 2
Base Damage: N/A
Magic Modifier: 200
Affinity: (Necromancy) | Dragon
Ability: (Necromancy) | Ritual
Craft and summon the dead in physical form. Requires materials. MG Dragon Grave cheats by having Spirits on hand to form bodies around, even if they still end up mindless, side-stepping the need for Draconic bodies to work her (Necromancy)
Abilities
Language of the Dead: (Incomplete)
-Can understand spirits of the dead if they still linger... mostly. She only truly understands Draconic Spirits.

Call of the Grave:
-Within a Graveyard, battlefield, or similar location that holds spirits of the dead, Dragon's GraveKeeper can temporarily bypass the limit of her Spirit-based Summoning spell.

Spirit Syphon:
-Spirits leave behind traces of the energy and material they are made of. MG Dragon's GraveKeeper can take this material/energy to enhance herself temporarily to high effect (apply a bonus to all stats) or integrate it into herself for a more permanent but much smaller boost (extra XP)



(Magical Girl Dragon's Gravekeeper) Undead Dragon

Stats

Health: 1250
Base Damage: 350
Base Resilience: 10
Magic Modifier: 200
Affinity: Spirit | Dragon | Undead
Weapons

Rip and Tear
Level 7
Attacks Per Turn: 2
Affinities: Dragon | Undead
Abilities: Vampire
Spells

Decaying Breath
Level 2
Base Damage: 200
Magic Modifier: 100
Affinities: Dragon | Undead
Abilities: Collateral Damage
Abilities
Undead Body:
Does not feel pain and may regenerate health with a full casting action from Dragon's Gravekeeper equal to their added, unaugmented Magical Modifier rolls so long as their is dead or undead flesh in the immediate area.

Decaying Miasma: Level 2
A miasma spawned from this creatures very existence that saps at the strength of those within it. (25 damage per level + 10MM per level when I was making it a spell)

Flight: Level 3
Flight of up to 20mph
Did a separate sheet for the dragon this time, until she gets better at both Necromancy and Spirit Calling she's limited to one anyway. And that's with her affinities letting her cheat already.

And the Dragon's mostly limited in quality by her Necromancy level as well, so... *Shrug*

I went with the standard zombie thing of having a ton of hp, but horribad defense as well.

I folded her two summoning spells together, summoning the body was just an extension of the Spirit summoning already. And I removed Summoning from the affinity list, but I left it in the ability list.
 
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Did a separate sheet for the dragon this time, until she gets better at both Necromancy and Spirit Calling she's limited to one anyway. And that's with her affinities letting her cheat already.

And the Dragon's mostly limited in quality by her Necromancy level as well, so... *Shrug*

I went with the standard zombie thing of having a ton of hp, but horribad defense as well.

I folded her two summoning spells together, summoning the body was just an extension of the Spirit summoning already. And I removed Summoning from the affinity list, but I left it in the ability list.
Minor note: "Dragonic" isn't a word. You want "draconic".
 
(Unaligned) Magical Girl Incorrect Grammar

Namanie Nienami
Stats

Health: 800
Base Damage: 50 (target's base resilience)
Base Resilience: 30 (target's base damage)
Magic Modifier: 60 (target's magic modifier)

Affinity: Language | Opposite | Story
Weapon

Swords

Level 1
Attacks Per Turn: 1 (7)
Affinities: Language | Opposite
Ability: Invert
Spells

Shichitenbattou
Incorrect Grammar stabs herself with six swords, increasing her attacks per turn to seven at the cost of some of her health
Level 6
Base Damage: 300
Magic Modifier: N/A
Affinity: Opposite
Ability: Boost-Self

Inkendo Mugenbai
Incorrect Grammar turns all melee weapons in her hands into ranged weapons and vice versa.
Base Damage: N/A
Magic Modifier: N/A
Affinity: Opposite
Ability: Boost-Self

Abilities

Contradictory Conjunction
-Incorrect Grammar draws power and weakness from the incorrect use of the word "therefore", causing her to perform with the opposite level of competence that one would expect. When engaged in combat, Incorrect Grammar swaps her Base Damage with her opponent's Base Resistance, her Base Resistance with her opponent's Base Damage and her Magic Modifier with her opponent's Magic Modifier, altering the stats of both combatants.


Invert: Causes all target's defensive abilities to be treated as if they do the opposite.


I decided not to make her too weak, in order to ensure that weak magical girls can easily beat her.
 
Minor note: "Dragonic" isn't a word. You want "draconic".
(Unaligned) Magical Girl Incorrect Grammar

Namanie Nienami
Stats

Health: 800
Base Damage: 50 (target's base resilience)
Base Resilience: 30 (target's base damage)
Magic Modifier: 60 (target's magic modifier)

Affinity: Language | Opposite | Story
Weapon

Swords

Level 1
Attacks Per Turn: 1 (7)
Affinities: Language | Opposite
Ability: Invert
Spells

Shichitenbattou
Incorrect Grammar stabs herself with six swords, increasing her attacks per turn to seven at the cost of some of her health
Level 6
Base Damage: 300
Magic Modifier: N/A
Affinity: Opposite
Ability: Boost-Self

Inkendo Mugenbai
Incorrect Grammar turns all melee weapons in her hands into ranged weapons and vice versa.
Base Damage: N/A
Magic Modifier: N/A
Affinity: Opposite
Ability: Boost-Self

Abilities

Contradictory Conjunction
-Incorrect Grammar draws power and weakness from the incorrect use of the word "therefore", causing her to perform with the opposite level of competence that one would expect. When engaged in combat, Incorrect Grammar swaps her Base Damage with her opponent's Base Resistance, her Base Resistance with her opponent's Base Damage and her Magic Modifier with her opponent's Magic Modifier, altering the stats of both combatants.


Invert: Causes all target's defensive abilities to be treated as if they do the opposite.


I decided not to make her too weak, in order to ensure that weak magical girls can easily beat her.
There's a certain irony to this that just can't be done on purpose.
 
There's a certain irony to this that just can't be done on purpose.
Yeah. I just decided it was time I made her. I wanted to because she's a funny character with a hilarious ability. That's what happens when one of the applications of your power is to turn bad ideas into good ideas (Oh! I'm having a fight? Better stab myself six times!)
 
Hope was colonized early 2005, and conquered late mid-2007.

So around 2 and a half years.
This made me realize an inconsistency between the timeline post and GEAR IGNITION. GEAR IGNITION says that the Drives became Magical Girls 5 years before the start of the quest (2011), but the timeline post says that Hope fell before the Drives became Magical Girls.

What's the correct timeframe?
 
you know I just realized something, if the soul reavers are spread out enough that we can't hit them all with star fall they are probably spread out enough that they can't overwhelms the guards of either messenger. If they mass up to be able to rush the guards we can probably wipe them out.

they need to be massed to survive the hail of lead the guards can put out, but they need to be spread out to survive our giant AOE spells.
 
This made me realize an inconsistency between the timeline post and GEAR IGNITION. GEAR IGNITION says that the Drives became Magical Girls 5 years before the start of the quest (2011), but the timeline post says that Hope fell before the Drives became Magical Girls.

What's the correct timeframe?
There was a timeline post written up by @Familiar before the quest went on hiatus back in May/June. I believe that the 5 year time frame is a piece of legacy information that never got fixed cause @crystalwatcher cannot into math. The actual amount of time since the Drives were last active is closer to 3.5 years.

And on a different note, since we've mostly been involved with the Counter Force's Army, we're probably not likely to see these for a while, if at all. But hey, the more the merrier.
(Unified Light / Counter Force) Zumwalt-class Guided Missile Cruiser

Let's face it, a ship this big and powerful can only be called a cruiser.

Stats

Health: 250,000 (20,000)
Base Damage: Varies, See Weapons Tab
Base Resilience: 200 (3000)
Magic Modifier: N/A

Affinity: Steel | Water
Weapons

155 mm Advanced Naval Rifles
Level 10
Attacks Per Turn: 4
Base Damage: 3,500
Affinities: Steel
Ability: Ordnance | Detonate

Vertical Launch System Missiles
Level 25
Attacks Per Turn: 6
Base Damage: 3,000
Affinities: Steel
Ability: Homing | Intercept Fire | Anti-Air
Abilities

Citadel Spaces
-Heavily armored and absolutely critical. If they are penetrated and destroyed, leave the Zumwalt-class immobile and unable to defend itself from further attack.

Damage Control Parties
It's really not a fun job. But we don't give up the ship if we can save it. - A Counter Force Sailor
-The Zumwalt-class ignores the first two damage modifiers to a given set of subsystems. Additionally, all damage over time effects will be brought under control after 3 rounds.

AEGIS
Permission to exist in my airspace? DENIED! -Unknown Zumwalt-class skipper
-Despite the Zumwalt-class being located on the surface, they unquestionably own the skies. They may act as though they have the appropriate level of High Speed Combat to track all targets and attacks within their line of sight. Increase damage to airborne targets or Intercepted attacks by 100%.

Advanced Gun Fire Control Systems
-Allows the Zumwalt-class to use the Ordnance ability on its 155 mm guns when moving.

Elemental Backup
-Runic Arrays automatically activate defenses against Elemental Attacks to render them useless.

Blessed Weaponry
-Bonus Damage against Demonic Enemies.
 
Still a destroyer.

Also, it has armor? I thought it only relies on CIWS, both gun and missile-based.
 
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