Crystalwatcher's Magical Girl Quest!

The Show Shall Go On
Level 15
Base Resilience: 2,250
Magic Modifier: 2,250
Affinity: Music | Joy
Ability: Boost-All | Intercept | Primordia
If her spells don't boost her allies' damage, then what does the Boost-All on this spell do?
Music Soothes The Savage Beast
-When Symphonic Conductor casts Joy To The World on an ally, she removes any negative mental modifiers, including Sanity Damage.
I'm guessing the sanity damage heal doesn't fix the type of long term sanity damage that people like White Soul get?
 
If her spells don't boost her allies' damage, then what does the Boost-All on this spell do?
It basically makes a magical force field around the beneficiary that can intercept both regular attacks and spells.
I'm guessing the sanity damage heal doesn't fix the type of long term sanity damage that people like White Soul get?
Quite right. She can only heal recently inflicted stuff, like what people would suffer if they got hit by Black Blood's...well, blood. Long-term stuff like White Soul is well beyond her power.
 
Honestly? No, not really.
Nothing really stands out as requiring commentary, of either type.
Hmm. I suppose I should take that as a good thing, considering I was aiming for effective, but not really noteworthy when I made her. Ah well, maybe that'll increase her odds of being accepted as Canon.

Besides, I've got a few more ideas percolating. Given my track record, odds are good that at least one of them will get some comments from you.
 
Trying to put together a boss.

(False Hell) Fiodur

Fiodur

Stats

Health: 90,000
Base Damage: 13,000
Base Resilience: 3,000
Magic Modifier: 10,000

Affinity: Darkness | Evil | Death | Blood
Weapon
Fell Scepter
Level 20
Attacks Per Turn: 3
Affinities: Darkness | Blood
Ability: Auto Max Charge | Spell Boost
Spells

Consuming Orb
Level 8
Base Damage: N/A
Magic Modifier: 8,000
Affinities: Evil | Death | Blood
Ability: Homing

Abilities

Conqueror of Hope
-???

The Yawning Dark
-Can fire off spells more than once per turn

Rod of Death
-If Consuming Orb has a MM roll greater than 5,000 it gains the Auto-Kill Ability.

Armor of Blood and Darkness
Level 20
-Reduce End Damage by 75%, Reduce Spell Damage by an additional 50%.

Bloodletter
Level 13
-Reduce opposing defenses by 1,300. Operates as an Overwhelming Presence effect.

Overwhelming Presence
-Opponents may not synchronize attacks or spells.


I'm not sure he's tough enough to stand against a group of Magical Girls, does anyone have suggests to make him stronger?
 
I'm not sure he's tough enough to stand against a group of Magical Girls, does anyone have suggests to make him stronger?
*Stares* Dat Auto-Kill. Err... actually, how would that work? Red Roses works based off of her Growth Affinity vs. her opponents. And I think the implication is that she's gotten a few full-on Dark Lords with it before, so...

Also the Auto-Kill activates with literally every casting of the spell and he can throw multiple out a turn? He's a Caster full stop. I don't know why you're looking to make him stronger at this point considering (depending on how Auto-kill and Growth Affinites work) he can kill something between all and half an MG team per turn.
 
ShadowAngelBeta raises a good question.

Hey @crystalwatcher, when it comes to Auto Kill spells used on Magical Girls by creatures without Growth Affinities, how exactly does it work? I mean, would this Fiodur guy's spell fail against even a Story Maker, or could it kill even Solid Core, or something else?
 
Is he supposed to be the field commander of the UD army that conquered Hope?
Just a lesser mastermind/general, lots of critters got a Super-Ability from Hope.

As for the OP, *shrug*, I figured the boss demons got a leg-up on that because they impose their will by fear. So the ones that are terrifying and successful accumulate the necessary fear quicker by murdering lesser demons and rivals.
 
Trying to put together a boss.

(False Hell) Fiodur

Fiodur

Stats

Health: 90,000
Base Damage: 13,000
Base Resilience: 3,000
Magic Modifier: 10,000

Affinity: Darkness | Evil | Death | Blood
Weapon
Fell Scepter
Level 20
Attacks Per Turn: 3
Affinities: Darkness | Blood
Ability: Auto Max Charge | Spell Boost
Spells

Consuming Orb
Level 8
Base Damage: N/A
Magic Modifier: 8,000
Affinities: Evil | Death | Blood
Ability: Homing

Abilities

Conqueror of Hope
-???

The Yawning Dark
-Can fire off spells more than once per turn

Rod of Death
-If Consuming Orb has a MM roll greater than 5,000 it gains the Auto-Kill Ability.

Armor of Blood and Darkness
Level 20
-Reduce End Damage by 75%, Reduce Spell Damage by an additional 50%.

Bloodletter
Level 13
-Reduce opposing defenses by 1,300. Operates as an Overwhelming Presence effect.

Overwhelming Presence
-Opponents may not synchronize attacks or spells.


I'm not sure he's tough enough to stand against a group of Magical Girls, does anyone have suggests to make him stronger?
Well, while we're waiting on crystalwatcher, I'm going to get back to the Super Ability on his weapon. As I recall, those only start showing up at level 50 at the earliest. So I suggest either boosting his weapon, and a few other abilities to a similar level, or just get rid of the Auto Max Charge.
 
Well, while we're waiting on crystalwatcher, I'm going to get back to the Super Ability on his weapon. As I recall, those only start showing up at level 50. So I suggest either boosting his weapon, and a few other abilities to a similar level, or just get rid of the Auto Max Charge.
*Justify* He bought the Super Ability al le carte so his black orbs'o'death would always trigger their insta-death condition.
 
*Justify* He bought the Super Ability al le carte so his black orbs'o'death would always trigger their insta-death condition.
I'm pretty sure most other creatures can't do that. Magical Girls are kind of a freak of nature, and Summit triply so for how she can gain new Abilities for her weapon like she can.

Also, this guy is all or nothing. Either his Auto-Kill Ability hits and 3 beings die per turn or he has to run away with his tail between his legs cause he can't actually do anything besides be scary. Which is still fairly effective actually.
 
*Justify* He bought the Super Ability al le carte so his black orbs'o'death would always trigger their insta-death condition.
Hmm...we've seen Solid Core at least purchase an ability for her weapon and spell in the past, so we know that's possible. If the weapon or spell in question was already relatively high level, then at a high XP cost, I think it might be allowed to purchase a Super Ability.

@crystalwatcher, what are your thoughts on such an idea?
 
Trying to put together a boss.

(False Hell) Fiodur

Fiodur

Stats

Health: 90,000
Base Damage: 13,000
Base Resilience: 3,000
Magic Modifier: 10,000

Affinity: Darkness | Evil | Death | Blood
Weapon
Fell Scepter
Level 20
Attacks Per Turn: 3
Affinities: Darkness | Blood
Ability: Auto Max Charge | Spell Boost
Spells

Consuming Orb
Level 8
Base Damage: N/A
Magic Modifier: 8,000
Affinities: Evil | Death | Blood
Ability: Homing

Abilities

Conqueror of Hope
-???

The Yawning Dark
-Can fire off spells more than once per turn

Rod of Death
-If Consuming Orb has a MM roll greater than 5,000 it gains the Auto-Kill Ability.

Armor of Blood and Darkness
Level 20
-Reduce End Damage by 75%, Reduce Spell Damage by an additional 50%.

Bloodletter
Level 13
-Reduce opposing defenses by 1,300. Operates as an Overwhelming Presence effect.

Overwhelming Presence
-Opponents may not synchronize attacks or spells.


I'm not sure he's tough enough to stand against a group of Magical Girls, does anyone have suggests to make him stronger?
Wouldn't want to meet him on a dark night. Doubly so if he has bought an Aghanim's Scepter.

As for Fiodur's strength, he's plenty killy. Probably looking at Top Fifty to have a chance to take him down. More likely is that Top Twenty is needed to convincingly win, unless someone has a way to bypass Fiodur's defenses and gank the bastard in the opening move.
 
-Magical Girl Symphonic Conductor
Good stats, nothing stand-out except the unusually high Health.

First two spells are fine, though "to" and both "the"s would look better lower-case, and "rhythm" feels like the wrong word—not one I tend to associate with orchestral music. Fourth spell's fine.

Third spell, the phrase is "the show must go on", and that name would fit much better with a healing spell than a protective one. Also, for a magical force field you probably want Damage Barrier, not a Boost spell—the spell as written reads as buffing someone's Resilience and MM and giving them Intercept and Primordia. If Damage Barrier isn't quite what you want, you could make up a new Ability name or just put it in the spell description—there are a few canon girls with "forcefield" spells which do this, such as Arc Mastermind.

Let's Get This Party Started
+5 APT is a lot, and the level on it implies that it will grow. In any situation where her allies are capable of doing anything at all, this is by far her most powerful ability. Remember, even most of the higher-tier people don't have more than 6 APT, unless they have speed as a major thing. I'd tone it down a bit—slow down the growth rate, or make it a non-leveled Ability, or have the growing part not be the APT. But I tend toward lowering power levels, so I may be over-nerfing.
No Sour Notes, Please
I can't see why she has it, how it relates to her theme, or why it has the name it does. A name like that, I'd imagine something like preventing allied fumbles, allies re-rolling low MM rolls, or preventing friendly-fire damage.
Music Soothes The Savage Beast
The quote is "Music has charms to soothe a savage breast", though the misquote "soothe the savage beast" is common. Either way, it sounds better if you include the "to" (also, lowercase the "the"). The description could also be better, e.g. there's no need to explicitly mention Sanity Damage, just "Joy to the World removes negative mental effects/modifiers" (the last word depending on whether it removes natural mental modifiers, like fear). And it could easily be a Spell Ability, though we don't have a name for that particular effect.
Why does she have this? It doesn't fit in with the rest of her setup, and it's just a copy of Brilliant Key's Ability when their themes are quite distinct. Also, I don't think we see repeated Abilities outside of generic ones (e.g. Flight, Intercept, Skilled, Overwhelming Presence) and Abilities shared between team members (e.g. Armored Core, Drive Synchronization, Atlantis Ultima). You want to give her a defensive Ability, why not something a little closer to her theme? She's a conductor; you could, say, let her Intercept using an ally's attack.
This isn't the best place for it, since she arguably has a claim to it, but this has been bugging me. If I've counted correctly, there are 98 publically-posted canon MG sheets by people other than you, of which eight have the Practitioner Ability. Four of those have a Magic Affinity, Illuminator has Quintessence, Night Sky has Library, and the last two are Judgement Drive and Limitless Horizon. By contrast, of your 65 canon MG sheets (I'm assuming the Emissaries of Light are MGs, despite not having "Magical Girl" in front of their names), 39 have Practitioner, usually for no apparent reason.

Also, why doesn't she have anything related to synchronization or the like? Given that that's a good part of the conductor's role during a performance. Honestly, her whole setup is kind of weird for a "conductor". She mostly boosts her allies on an individual basis, while the role of the conductor is to coordinate and direct the group (and other stuff, but that's what they do during a performance, I think).


There's still a big backlog of sheets that need a canon/noncanon decision made :V
I've added the second version of the Wonderlanders, Symphonic Conductor, and Flodur to the list.

It's False Heaven and Thirteenth Hell. (Where are/what happened to the preceding twelve?)

On strengthening him… I'd level up his Spell (which would make the Auto Kill easier to accept), give him at least one other thing he can do (an attack or a buff or something), and give him another defense than lots of HP and decent damage reduction (also, just a matter of taste, but the abundance of submitted sheets with "reduce End Damage by X%" annoys me a little. Be more creative with your defenses!). Could add Vampire (or Consume :p) to Consuming Orb, or give him minions, or something to protect against status effects. A lot depends on what Conqueror of Hope does. And I agree with @justinkal, Overwhelming Presences are supposed to be pretty darn special, and we have this response to people asking why Original Gabriel didn't have one:
One thing you should remember is that Archangels and Super-Demons are things that have been around for a while. People have come to expect amazing feats from them. Then humanity came along, and introduced stuff like "nukes" and "Magical Girls" to the unsuspecting war, and everybody started freaking out.

For weakening him: remove Abilities, starting with the auto-kill, the omni-caster, and the OP. Also probably remove at least one Affinity. I think "no stronger than Archangel Michael" is a reasonable target, though I'm not sure how the power-scaling works for high-level demons.

BTW, what's the progression on Armor of Blood and Darkness? None of those numbers are divisible by 20.

And because it's come up… why, exactly, is Auto Max Charge a Super Ability? It's pretty wimpy compared to the other Super Abilities. Or even some of the regular Abilities, like Sunder, Supremacy, or Auto Kill (not to mention Max Boost or Obliterate or World Sphere…). Is it because of things which key off of MM rolls, like with Solar Radiance or the Titan Worm and Ancient Wyrm?
 
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(also, just a matter of taste, but the abundance of submitted sheets with "reduce End Damage by X%" annoys me a little. Be more creative with your defenses!)
Honestly, End damage Reduction is one of, if not the most effective form of defense around. I try to branch out here and there (Rose Encore, for instance), but as far as general defense goes, there's really not much that does better.
 
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