Crystalwatcher's Magical Girl Quest!

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
Actually, Auto Rhythm is one of those generic abilities that appears on multiple unrelated sheets.

Here's an example of someone besides Brilliant Key who has it.
Original - Crystalwatcher's Magical Girl Quest! | Page 355
 
+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.
For starters, the ability doesn't outright give the beneficiaries 5 extra ATP. It builds up, so on turn 1 they'd have 1 extra AP, on turn 2 they'd gain another bringing them up to 2, etc. It's supposed to be balanced by taking time to reach its full effect.
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.
I didn't think Don't End On a Sour Note would have sounded good for a name. It's essentially supposed to keep allies from dying via overheal, or "Ending on a Sour Note". Basically, it's supposed to be a reference to how a bad ending can spoil the whole performance, so she stops the bad ending from happening at all.
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.
Because it gives a decent reason for the girls who have it to have new spells in their arsenal when they final show up. It opens up new methods to deal with situations for them, which in turn helps keep them alive.
 
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:

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.
Fiodur is supposed to be roughly as powerful as a Titan Worm, but more thinky. And his Auto-Kill is actually really easy to avoid, hence the low level. Demons don't get defenses as fancy as Magical Girls display, they tend to stick with 'lots of Health and damage reduction'.

(As an aside I think Balrogs are actually more dangerous than the Titan Worms. Omnipresent on a big attack spell looks really dangerous even before factoring in a ~50% chance of Bur, Smite, and Juggernaut.)

I thinking to change the Auto-Kill spam to Sunder spam (which has a similar effect in the short term), remove the OP, and add a couple of spells to make swarming him less of a glaring weakness. The 75% reduction doesn't feel right for a caster either on second thought.

Trying to make him capable of surviving a hit from Solid Core is likely a futile exercise :V. He'd need ~30 Million Effective Health, and twice that for each level Nepgear adds to her sword beam. But he does need a bit of staying power to explain why Reinforce, Atlantis Blade, Blue Bandit, or Steel Monsoon haven't reduced him to demonburgers already.

A quick comparison of Archangel Michael to high-end "Happy Fun Stuff" suggests that the archangel would win by being too fast to hit and having a number of Abilities that fuck over evildoers. Probably without a scratch if his Super Ability keeps spells from hitting him when healing is turned off. Where did they dig up demons willing to charge angels? Anyways, Michael has an order of magnitude better stats if he's fighting something evil. So keeping demons on his level of apparent stats means they should die in droves when angels take the field.
 
Demons still fight angels mostly for the prestige killing one brings. Especially a high-level angel.

Certain high-level demons also have stuff that allow them to hard-counter basic angelic abilities such as their Presence of Light. Ashamon being one of those 'I curbstomp angels for breakfast' demons. Nepgear hasn't run into any of them herself yet, but the chances of that happening are going to increase as you start moving across the from line.

As for the auto-kill thing;

If a monster that doesn't have an existence bonus has auto kill, than it'll only be usable on existences below Story. So Maker-only.
 
*Looks at planned path upgrades*

I completely misunderstood something from Brilliant Key :V
The entire point of Shining and Briliant Key is that they can upgrade their Growth Affinity without being sponsored directly by a Divine Entity, yes. Or rather their "Divine Entity" is the Keyblade.

Although Anna does get Abilities from eating things... Maybe she just needs to eat some MGs? :V
 
Last edited:
Updated to be less/more scary.

(Thirteenth Hell) Fiodur

Fiodur

Stats

Health: 55,000
Base Damage: 4,500
Base Resilience: 3,000
Magic Modifier: 2,400

Affinity: Darkness | Evil | Corruption | Blood
Weapon
Fell Scepter
Level 30
Attacks Per Turn: 3
Affinities: Darkness | Blood
Ability: Modifier Save | Spell Boost | Disintegrate
Spells

Consuming Orb
Level 11
Base Damage: N/A
Magic Modifier: 5,500
Affinities: Darkness | Corruption
Ability: Homing | Disintegrate | Vampire

Shadow Blast
Level 16
Base Damage: 4,000
Magic Modifier: 160
Affinities: Darkness
Ability: Double Cast | Detonate

Grasp of Shadows
-Blocks Flight and other abilities that improve mobility.
Level N/A
Base Damage: N/A
Magic Modifier: N/A
Affinities: Darkness
Ability: Ability Negation [Mobility]

Coalesce
-Draws in darkness, restores Health and removes debuffs.
Level 14
Base Damage: 14,000
Magic Modifier: N/A
Affinities: Darkness | Blood
Ability: Heal | Status Recovery | Boost-Self | 3-Turn-Cooldown

Shadow Agent
-Light and Darkness are manifest in most beings, draw forth the darkness to fight by your side. [Copies made this way have Darkness as their Affinity and typically have fewer Abilities. Touch range.]
Level 30
Base Damage: N/A
Magic Modifier: N/A
Affinities: Darkness | Evil
Ability: Clone-Other
Abilities

Conqueror of Hope
When demons fell like flies on the fields of Hope Fiodur was present. He has seen the mightiest fall and be broken. He yet plots to see his foes subjugated and himself exalted.
-Fiodur is immune to Overwhelming Presence. Suppress Presence of Light and derived Abilities when present on a battlefield. Purely demonic forces commanded by Fiodur take 99% less damage from ranged attacks and receive +100% increased Damage.

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

The Speed of Darkness
-Allows teleportion once per turn to an ally or enemy with the Darkness Affinity.

Hungry Shadows
-Double the effectiveness of Fiodur's Disintegrate Ability.

Armor of Blood and Darkness
-Reduce End Damage by 50%


It seems kind of pointless to give him lots of spells he's unlikely to be able to use :V.

In battle he's an annoying twerp who casts Shadow Agent and tries to run off, he's seen what happens to braver demons. A gang of Magical Girls should kill him easily if he was somehow stopped from teleporting off somehow... and if they can deal with their shadow doppelgangers popping up if the fight drags on.
 
Last edited:
Coalesce
-Draws in darkness, restores Health and removes debuffs.
Level 14
Base Damage: 14,000
Magic Modifier: N/A
Affinities: Darkness | Blood
Ability: Heal | Spell-Stop | Boost-Self | 3-Turn-Cooldown
You want Status Recovery, not Spell Stop. Unless you want it to purge his buffs as well?

Aside from that, I like this iteration much better.
 
I like him as well now. Annoying as hell to fight and posses some legitimate danger without just being outright broken (in either way depending on the Growth affinity) with it.
 
Beth2 did have a point that Conductor isn't very consistent with her themes, so I figure I might as well give her another shot.

(Unified Light) Magical Girl Symphonic Conductor

Daphne Adams

Stats

Health: 8,000
Base Damage: 1,125
Base Resilience: 1,000
Magic Modifier: 1,125

Affinity: Music | Joy | Myth
Weapon


Conductor's Baton
Level 15
Attacks Per Turn: 2
Affinities: Music | Myth
Ability: Spell-Boost | Omni-Caster (Level 2)
Spells

The Show Must Go On
Level 10
Base Damage: 1,000
Magic Modifier: 1,000
Affinity: Joy | Myth
Ability: Heal

Feel The Rhythm
Level 5
Base Damage: 250
Magic Modifier: 250
Affinity: Music
Ability: Double-Cast | Juggernaut

Abafondo
Level 15
Base Resilience: 2,250
Magic Modifier: 2,250
Affinity: Music | Joy
Ability: Boost-All | Intercept | Primordia

Prepare The Stage
Level 15
Base Damage: N/A
Magic Modifier: N/A
Affinity: Music
Ability: Instant Manufacture
Abilities

Accelerando
Level 5
-At the beginning of each turn, all allies gain an additional Attack Per Turn. This buff stacks up to (Ability Level) times.

No Sour Notes, Please
-Symphonic Conductor and her allies are immune to friendly fire.

Perfected Coordination
-Symphonic Conductor and her allies have all Synchronization Bonuses doubled.

Adagissimo
-All enemies lose one APT and a level of High-Speed Combat if they have it.

Joy To The World
-All allied positive Affinities have their Magic Modifier rolls maxed.

Practitioner
-Allows the creation and upgrading of Spells.


Before anyone asks, Abafondo is a legitimate musical term, which means muffled or muted. Adagissimo means very slow. Accelerato should be self-explanatory.
 
Last edited:
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.
It is certainly one of the best general-purpose defenses—outside of some uncommon effects (e.g. 'Merely' Human, The Unrivaled Radiance of the Sun) it's the same as a Health increase except that Damage by Health effects don't scale to compensate. I'm just saying that I like it when people try other things (Rose Encore made me happy), and I'd like to see more of it (and it's more interesting to have defenses which are strong in one area and weak in others). Also, some of the most effective defenses we know of (White Soul, Goddess White, Goddess Grey, Archangel Gabriel, Brilliant Key, Solar Radiance, Lunar Radiance, the Hyper Evolved Snake) are of the more exotic sort, though many of them have cases they don't cover.


Here's an example of someone besides Brilliant Key who has [Auto Rhythm].
I stand corrected. Did not remember that.


For starters, the ability doesn't outright give the beneficiaries 5 extra ATP. It builds up, so on turn 1 they'd have 1 extra AP, on turn 2 they'd gain another bringing them up to 2, etc. It's supposed to be balanced by taking time to reach its full effect.
That depends very much on context. A lot of our battles have been over in a turn or three, but anything larger-scale will go on for much longer—like, say Operation Starborn, which it's hard to tell but I think took about ten turns for the second wave plus Sixth Heaven (and would have been much longer if we didn't have an anti-army spell). Also, remember that buffs tend to last; the Radiances may have been the longest single fight we've had during Soul Collector, but Segarite Core has been building up Health the whole time. Taking a few turns to ramp up is really only an issue if you need to fight with no warning.
I didn't think Don't End On a Sour Note would have sounded good for a name. It's essentially supposed to keep allies from dying via overheal, or "Ending on a Sour Note". Basically, it's supposed to be a reference to how a bad ending can spoil the whole performance, so she stops the bad ending from happening at all.
I had a response, but you've changed it so I'll just say that either one makes a good name.
Because it gives a decent reason for the girls who have it to have new spells in their arsenal when they final show up. It opens up new methods to deal with situations for them, which in turn helps keep them alive.
The first is covered by normal MG growth. The second—sure, it makes them more powerful and versatile, but what's the justification for them actually having it? It should—and I welcome correction if I'm wrong here—indicate that the person in question has done the studying and training necessary to be a mage even without their MG abilities (though the Magic Affinity MGs at least probably get a skill boost, the same way MGs normally get inherent weapon skills). You could give the same justification for making them an amateur mechanical engineer or tactician, because those are also skills which would find regular use in their line of work.

Magical Girl Symphonic Conductor, ver. 2
Well, she's scarier now. I still think Accelerato is OP and Abafondo should have Damage Barrier instead of what it has now, and it's APT, not ATP (in Adagissimo) (why is that typo so common?), but otherwise I like it.


Demons don't get defenses as fancy as Magical Girls display, they tend to stick with 'lots of Health and damage reduction'.
Fair enough. (Had other responses, but they're no longer relevant since you revised him.)
A quick comparison of Archangel Michael to high-end "Happy Fun Stuff" suggests that the archangel would win by being too fast to hit and having a number of Abilities that fuck over evildoers. Probably without a scratch if his Super Ability keeps spells from hitting him when healing is turned off.
I misremembered how strong he was. He'd kill Titan Worms; Ancient Wyrms it depends whether Superslayer negates his spell immunity (he should keep the immunity even with healing turned off, I think, but Slayer Abilties tend to negate stuff, sometimes even when not specifically stated).

Updated to be less/more scary.
Nice. Those Disintegrates are scary. Is Coalesce supposed to be a buff as well as a heal? If not, why the Boost-Self?


Who?
If a monster that doesn't have an existence bonus has auto kill, than it'll only be usable on existences below Story. So Maker-only.
Remind me, what fraction of Existence Bonus-possessing beings in the war are magical girls/MG Weapons/minions?
 
[X] Plan Final Battle
[x][EXP] Plan Just a Little, Just in Case


I doubt it matters at this point given the lead the current votes have by why not.
 
Voting is Closed
Adhoc vote count started by Crystalwatcher on Sep 17, 2017 at 4:31 PM, finished with 200 posts and 15 votes.

  • [X] Plan Final Battle
    -[X] Send Aquila and James back to the barricades carrying Grey Champion. Check and see if Insight wants to go with them.
    -[X] Try to strategize while you look for White Soul. Just because your battles have been easy so far, that doesn't mean this one will be.
    [X] [EXP] Plan Upgrade
    [X] [EXP] Plan Upgrade
    -[X] Upgrade to level 25 INDESTRUCTIBLE CORE (1,800)
    -[X] Upgrade to level 25 Flight (1,100)
    -[X] Upgrade Purifier Beam to level 17 (310)
    -[X] Upgrade Celestial Severance to level 17 (310)
    [x] Plan Consult With the Expert
    -[x] Talk to the others, especially Red Rose, about what we're doing next. Some points to potentially touch on:
    --[x] Whom to send out with Grey.
    --[x] We expect to fight White Soul. Confirm with Red that we'll be fighting to kill. Note options, including having Goddess Gold glass the place; letting her fight White Soul alone while others either hang back, flee, or continue searching; and retrieving people we already sent back (Brilliant Key in particular) or taking the time to refresh our buffs (possibly on everyone, possibly just on Solid Core and Solid Drive, because they can get there and back quickly).
    --[x] Somebody set up that brand craft barrier. Was that something Grey knew how to do? If so, what else could she have made that she might have given to someone else? If not, who/what is likely to have been responsible, and what other nasty surprises might we expect from them? (In particular, is there anything which White Soul is likely to use if it's available?)
    --[x] What kinds of tactics does White Soul prefer?
    --[x] Do we need to focus on preventing ambushes, or do we expect a direct challenge?
    --[x] If White Soul is willing to fight Red Rose, she's probably either even crazier than we already know, or thinks she can at least avoid losing. What do we do if she's right, and she manages not to die to Red Rose? If she brings both bodies here we can kill her (via Goddess Gold if nothing else), but if she manages to stick to one, there aren't many other possibilities. Could we provoke her into recklessness?
    -[x] Whatever we decide is the best immediate course of action—whom to send out, whether to pause for buffs, etc.—do it.
    [x] [EXP] Plan Just a Little, Just in Case
    -[x] Upgrade Purifier Beam to Level 17
    [X] Insight brings Grey back to the barricade
    [X] [EXP] Plan Booster
    -[X] Upgrade to level 25 INDESTRUCTIBLE CORE (1,800)
    -[X] Upgrade to level 25 Flight (1,100)
    [x] [EXP] Plan Just a Little, Just in Case
 
Level Up 22
Spell Upgraded!

Celestial Severance
-A One-Hit linear attack that obliterates everything in it's path.
Level 15 -----> 16 -----> 17
Base Damage: 819,200 -----> 1,638,400 -----> 3,276,800
Magic Modifier: 400 -----> 425 -----> 450
Affinity: Purity | Divinity
Ability: Unstoppable | Prime Evil slayer | Double Cast | Echo
Weapon Upgraded!

Purifier Beam
Level 15 -----> 16 -----> 17
Attacks Per Turn: 4
Affinity: Purity | Divinity
Ability: Smite | Juggernaut | Apocalypse

Base Damage: 5,743 -----> 8,614 -----> 12,921
Magic Modifier: 390 -----> 395 -----> 400
Ability Upgraded!

Flight (Boosted)
Level 20 -----> 21 -----> 22 -----> 23 -----> 24 -----> 25
Flight Speed: 190mph -----> 200 -----> 210 -----> 220 -----> 230 -----> 240
Ability Upgraded!

INDESTRUCTIBLE CORE
Level 16 -----> 17 -----> 18 -----> 19 -----> 20 -----> 21 -----> 22 -----> 23 -----> 24 -----> 25
Health: 4,200 -----> 4,400 -----> 4,600 -----> 4,800 -----> 5,000 -----> 5,200 -----> 5,400 -----> 5,600 -----> 5,800 -----> 6,000
Resilience: 1,700 -----> 1,800 -----> 1,900 -----> 2,000 -----> 2,100 -----> 2,200 -----> 2,300 -----> 2,400 -----> 2,500 -----> 2,600


3,520 EXP Spent
670 EXP Remaining!

 
Last edited:
Celestial Severance
-A One-Hit linear attack that obliterates everything in it's path.
Level 15 -----> 16 -----> 17
Base Damage: 819,200 -----> 1,638,400 -----> 3,276,800
Whew. We knew that Celestial Severance's damage would eventually start skyrocketing, but this? Divinity-tier MGs are scary.
Purifier Beam
Level 15 -----> 16 -----> 17
Attacks Per Turn: 4
Affinity: Purity | Divinity
Ability: Smite | Juggernaut | Apocalypse

Base Damage: 5,743 -----> 8,614 -----> 12,921
Hmm. Maybe we'll get lucky and hit both of White Soul's bodies with the Panzer Blade.
Health: 4,200 -----> 4,400 -----> 4,600 -----> 4,800 -----> 5,000 -----> 5,200 -----> 5,400 -----> 5,600 -----> 5,800 -----> 6,000
Resilience: 1,700 -----> 1,800 -----> 1,900 -----> 2,000 -----> 2,100 -----> 2,200 -----> 2,300 -----> 2,400 -----> 2,500 -----> 2,600
So know Segarite Generators gives us 4,500 health per turn. Very nice I think. The resilience boost is also rather pleasant.
 
Back
Top