What do you mean "commence"? We're already there!
Gabriel can survive multiple full turns (at least 3) of combat against Rei!
What do you mean "commence"? We're already there!
Gabriel can survive multiple full turns (at least 3) of combat against Rei!
Right, so working on the Ability list, and... this sheet is problematic.
- (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.
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.So..............that rough estimate that said that Gabriel can nearly survive a full turn against Rei?
This really shows how blatantly ridiculous Gabriel is now!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.
Going by Familiar's Timeline about two years.@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?
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.I hold this as evidence that either CMGQ!Humanity are X-COM!Humanity+Magic or, and more likely, crystalwatcher is terrible with math.
Right, so working on the Ability list, and... this sheet is problematic.
Also, the picture's busted.
- "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".
- 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
Hope was colonized early 2005, and conquered late mid-2007.We can work this out because:
So the earliest Hope could have been colonized was 2005 and the latest it could have fallen was 2007.
- WWIII started in 2003
- Hope was colonized 2 years after the war ended
- The Goddess Four became Magical Girls in 2006
- Goddess Grey killed Juggernaut Drive in 2007
You're forgetting about Chains of the Earth though. With that, Rei wins easily.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.
they're in the Misc. section of my ability list.What's Autonomous Combat again? I found Auto-Assault in Nepgears notes.
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.
Passives would be abilities, yes.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?
So long as the distinct spells have different names, I don't particularly care what you call them.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*
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.
- (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
Minor note: "Dragonic" isn't a word. You want "draconic".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.
There's a certain irony to this that just can't be done on purpose.
- (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.
Right. Armor of Light only negates spell damage not spells. So yeah she'd be effected by that.You're forgetting about Chains of the Earth though. With that, Rei wins easily.
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!)There's a certain irony to this that just can't be done on purpose.
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.Hope was colonized early 2005, and conquered late mid-2007.
So around 2 and a half years.
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.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?
It's already been called. It's Always A Trap was the winning plan, and Multi-Cast was the winning XP votes.