Crystalwatcher's Magical Girl Quest!

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.
So then I'm confused. How old is Nepgear even supposed to be right now. I skimmed through the old posts and the only thing I saw indicating her age was saying that she was 10 when the Drives became MGs 5 years ago.

If the Drives really did disband 3.5 years ago (after only being active for a few months), then is Nepgear still supposed to 15, or is she supposed to be 13?
@crystalwatcher
 
Still a destroyer.

Also, it has armor? I thought it only relies on CIWS, both gun and missile-based.
The Zumwalt-classes base resilience has more to do with the fact that it's fucking big and compartmentalized to hell and back. As for the Citadel, well, lets just say that against low-tech enemies, going for simple solutions like heavy armor and compartmentalization is probably for the best. They haven't made armor useless, and, in fact, have probably made it come back for naval units to limited degrees.

That said, not getting hit is the best solution. Which is why it's missiles have the Intercept Fire ability and Homing which combos off of AEGIS to ensure that only the biggest attacks are gonna get close enough to hurt.
 
So, that line in the old Data Mine saying that two of the things that affect your magical potential are your parents and your life experiences? Since humanity has only known about magic for 10 years, taking advantage of that detail about parents is rather wonky. Hopefully the backstory in here makes sense and fits the timeline correctly.
(Unified Light) Gilliam

Gilliam

As the son of two of humanity's earliest Practitioners, who were also part of the first wave of colonists on Hope, Gilliam has been surrounded by magic for most of his life. Fascinated by the wonders of his parents' research, he began studying magic himself at an unusually young age.

His parents lost their lives along with his home, in one of the first five cities destroyed during the Invasion of Hope, but they first managed to help Gilliam escape with his life. Trapped behind countless battle lines of demons, eleven year old Gilliam used his wits, sneakiness, and sheer dumb luck to make his way to the besieged Elysium, where he delivered some intelligence on enemy troop movements and then evacuated alongside other civilians.
Stats

Health: 250
Base Damage: 25
Base Resilience: 60
Magic Modifier: 300

Affinity: Excellence | Concealment | (Brand Craft)
Spells

Hades' Cap
-Enchants the target's clothing in order to make them undetectable by magic and mundane sight, except by other targets of this spell. Effect ends immediately if the target initiates an attack.
Level 15
Base Damage: N/A
Magic Modifier: N/A
Affinity: Concealment | (Brand Craft)
Ability: Boost-All | Duration by Level

Sha Nagba Imuru
-Enhances the caster's vision, allowing them to see further and see through illusions.
Level 5
Base Damage: N/A
Magic Modifier: N/A
Affinity: Excellence
Ability: Boost-Self
Abilities

Practitioner
-Allows the creation and upgrading of Spells.

Charismatic Aura
-In the face of such overwhelming excellence, others can't help but strive for perfection themselves. Magic Modifier rolls by Gilliam and any nearby allies are always maximized. This effect only applies when Gilliam can be seen by his allies.

CROSSING ENEMY LINES
-Enemies cannot detect Gilliam's presence by means of scent, sound, or heat, and cannot damage him with Spells unless they are already aware that he is in the general vicinity.

The "Duration by Level" ability attached to that spell is something I made up, but the general meaning of its effect should be fairly self-explanatory. Its intended to denote spells that take a long time to cast (only outside of battle), but give extended duration status buffs. I was aiming for an effect along these lines.
Duration by Level: Allows buffs to persist for a total number of hours equal to the spell's level, split among all targets. Can only be cast outside of battle, and must be paired with either Boost-Self or Boost-All.
So a level 6 buff spell with that ability would last for 6 hours if cast on a single target, but would only last for 2 hours if cast on 3 targets.
 
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True, but "triggers at a useful frequency" can be a very different thing from "triggers every time". And Gilliam's Ability makes it the latter.
That still requires having someone as frail as Gilliam (still only a human with essentially no combat capability) come to a place where even Hero WEAPON is in danger, which is a massive risk. Also the whole thing about Gaia technically being an Independent, not part of the Unified Light.
 
That still requires having someone as frail as Gilliam (still only a human with essentially no combat capability) come to a place where even Hero WEAPON is in danger, which is a massive risk. Also the whole thing about Gaia technically being an Independent, not part of the Unified Light.
Gilliam is 6 times more durable than a normal human, hits 2.5 times harder, and has 2.5 times more health.
 
Level Up 19
Ability Purchased!

Calamity Circuit
-Full power from The ??? Core. Nepgear's Spell limit has been removed.

675 Spent
345 Total EXP Remaining
 
Ability Purchased!

Calamity Circuit
-Full power from The ??? Core. Nepgear's Spell limit has been removed.

675 Spent
345 Total EXP Remaining
Huh. Now what does the Spell limit removal mean? Are we capable of using a spell for every one of our ATPs? Or are we limited to 2 spells per turn at the moment? Either way, I love the upgrades! As I recall, Rain of Light means we do 100% of the base damage ten times, right?
 
Well then.

And that Rain of Light ability seems very interesting.
Originally, it was going to be level based and tied to spell level (which is why I upgraded Starshine in my plan), but we decided to change it to better emulate Divine Right, as we're Rei's apprentice.

As I recall, Rain of Light means we do 100% of the base damage ten times, right?
It's on the list~

Edit:
Is this effect identical to Rei's Divine Right? Cast as many spells as we want each turn, but each spell still uses one of our actions?
Yep.
 
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