Crystalwatcher's Magical Girl Quest!

Well, [ ] has been trying to throw it at [COSMOS] and [VOID]. As we are still existing and the fact that Dragons are still a thing shows how well that's been turning out.
That makes me think of Void rubbing [DRAGON]'s back and making cooing noises.

"Such a handsome dragon you are. I like how your scales can't be pierced and your claws can't be stopped. It's such a lovely paradox when they're right next to each other."
 
"Such a handsome dragon you are. I like how your scales can't be pierced and your claws can't be stopped. It's such a lovely paradox when they're right next to each other."
"Your faith in my ability to sweet talk is overrated."
"I don't know, I think you can be rather sweet when you try to.~"

[UNDERSTANDING/CONCEPT/CONVERSATION/REQUIREMENT]
Hopefully, you realise that they would talk in the conceptual language.


[CLARIFICATION/PRIMORDIAL]
The archaic syntax, to be exact.
 
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LDj's Generic Abilities Index
LDj's Generic Abilities Index

So, as I'm sure most of you know, there's a big ol' list of all the weapon abilities and what they do out there, maintained by yours truly. Recently, however, it's been brought up that there's no such collected reference for the standardized personal abilities, I.E. the ones like Flight and such that aren't just exclusive to one person or a small group. Time to fix that.

Flight:
Flight
Level X
-[Character] is able to fly at [(X-1)*10] mph.
Basic Flight, one of the most common personal abilities out there. Flight speed scales a little oddly, because Level 1 calculates out to a flight speed of 0, and what's the point of 0 MPH of flight? In practice, however, Level 1 flight restricts you to roughly a walking pace.​
Flight also has a rarer upgraded form called Boosted Flight:​
Flight (Boosted
Level X
-[Character] is able to fly at [(X-1)*10] mph. ([Character] is capable of creating magical platforms mid-air that they are capable of pushing off of, or using to arrest their movement when necessary.)
Boosted Flight's primary advantage is that it really just doesn't give a shit about momentum or inertia, meaning you can go from 0 to Max Speed (or the reverse) in the amount of time it takes to push off from or land on the platform, and you don't really have a turning radius.​

Sprint:
Sprint
Level X
-[Character] has a footspeed of [X*10] mph.
Sprint, as may be apparent, is Flight's groundbound cousin. It scales more simply and lacks a Boosted version. Before anyone asks the obvious question of what the point of Level 1 Sprint is, a character with Sprint can keep up that speed basically indefinitely. Sprint doesn't use stamina.​

High Speed Combat:
High-Speed Combat (Level X)
-[Character] is able to track objects moving up to [X*90] mph.
HSC is another common ability, which does pretty much exactly what it says, but there's a few things that make it stand out as weird. Firstly, it isn't level-able directly like most abilities that have a level. HSC goes up when your movement ability (Flight, Sprint, etc) matches its maximum tracking speed. If you don't have a movement ability, you have to buy level-ups from your shop as individual items.​
Another thing that's weird about it is that it's not actually slow-mo. Most portrayals of high speed awareness tend to just slow down everything else, but HSC simply raises the ceiling on what you can perceive without actually changing how fast you perceive it to be. Which means that the effect is both subtle enough for even fairly experienced combatants to miss that they have it, and really mindfucky if you become too actively aware of it.​

Dual Wield:
Dual Wield
-[Character] can utilize both of their weapons simultaneously.
One of the more under-utilized standardized abilities out there, probably because a lot of people don't realize it's necessary. And in fairness, it isn't always. But if a character has two weapons on their sheet that are actually listed as separate weapons (and not just a two-part weapon like paired swords), then hey need something to help them work around that or they'll be unable to use them both to their full extent and just keep swapping back and forth.​
Dual Wield lets you use both your weapons together to full effectiveness, allowing you pool their Attacks Per Turn together for use on either weapon, combine attacks from both weapons like two halves of a Double-Hit attack, and dual wield things that logically would be really impractical to do that with, among other miscellaneous benefits.​
Skill:
And now we're getting into the abilities with ladders of stronger versions. First off, Skill.​
Skilled
-Spend four Actions to nullify an opponent's action.
More or less exactly what it professes to be. You spend four of your ApT to shut down one of the opponent's attacks. In practice, this typically takes the form of parrying or deflecting the incoming attack, although occasionally dodges get thrown in there for flavor. It's possible to "overextend" and negate an attack with Skilled even if you don't have 4 APT, but doing so leaves you off balance and vulnerable. Also notable is that you can't skill-negate Spells. They have too much metaphysical oomph behind them and will just smash through attempts to do so.​
The prerequisite for getting Skilled is standard combat competency, so if someone has this they're either trained or they have strong enough combat instincts that they might as well be.​
Master Skill
-Spend three Actions to nullify an opponent's action.
Master Skill is basically just Skilled but better, and you get it when you hit "peak mundane" levels of technical skill, or thereabouts. This is the cap for Skilled without magic backup being involved.​

Inhuman Skill
-Spend two Actions to nullify an opponent's action.
Inhuman skill, the standard cap for Skilled for basically everyone, is the point where the ability flatly stops giving a crap about the physics involved, which lets one pull off some ridiculous shit.​
Unmatched Skill
-Spend a single to nullify an opponent's action.
Unmatched Skill is the ultimate version of the Skill line of abilities. Where Inhuman Skill requires the capacity to ignore physics, something that most entities with magic can do in theory, Unmatched requires the capacity to dictate physics. On top of that, the name is literal, and only one entity in the LDC has this at a time, ever.​

Dodge:
Skillful Dodge
-Sacrifice four actions to evade an enemy attack.
Dodge and Skill basically work the same way, except that where Skill stops an enemy attack, Dodge avoids it. This means that you can Dodge things you can't Skill-negate such as spells, but you also can't use Dodge to aid allies by stopping an attack that would splatter them.​
Dodge doesn't require technical competency the way Skill does, but it does require above-average reflexes and a basic ability to get the fuck out of the way.​
Adroit Dodge
-Sacrifice three actions to evade an enemy attack.
Adroit Dodge is, like Master Skill, the point where you have advanced your mastery of "dodge gud" until further improvement requires magic assistance.​
Masterful Dodge
-Sacrifice two actions to evade an enemy attack.
Masterful Dodge, like its Skill equivalent, is the point where you're using magic to let you dodge in ways that make physics curl up in a ball and cry. It is also the standard cap for most holders of the Dodge line.​
Effortless Dodge
-Sacrifice one action to evade an enemy attack.
Effortless Dodge is the ultimate form of the Dodge line. Unlike Unmatched Skill, it doesn't require being a reality warper to acquire, nor does it have a Highlander clause. Despite this, it is rarer than Unmatched skill, because earning it is that fucking hard. Someone with Effortless dodge can walk through a rainstorm without getting wet, and attacks aimed their way are often mistaken for misses because the evasion is so smooth and effortless that observers don't even realize the target dodged until later.​

Agility:
The agility line of abilities have their effect concentrated more in the soft mechanics side of the system than most, and modify the user's mobility in ways other than just going faster.​
Inhuman Agility
-[Character] can perform feats of agility that beggar belief.
Inhuman agility allows wall running, quintuple backflipping, etc., your typical anime agility stuff. It can also model modes of movement that aren't just fancy gymnastics, such as someone who's motion is very floaty like an Airbender in A:TLA.​
Unreal Agility
-[person] can perform feats of agility that stretch the laws of physics to their limit.
The next step up from Inhuman Agility, this is where the running upside down on the ceiling, running on water, jumping up a chain of falling objects like Scooby Doo, and etc. starts happening. The ability states it stretches physics "to their limit", but really it goes past that pretty often, but is subtle enough to not beat you over the head with its blatant impossibility.​
Impossible Agility
-[person] can perform feats of agility that are blatantly impossible according to standard physics.
This one beats you over the head with its blatant impossibility. It's basically Boosted Flight without the self propulsion or platform generation. You go from 0 to max speed or back in the space of a step, and just about anything is a valid foothold. Bullets in flight, snowflakes mid-fall, clouds, even literal fucking lasers like Nepgear vomits all over the place.​
Might:
Might is basically the "I am super strong and tough" ability. You ever watch martial arts anime where they're punching each-other and getting punched through walls and buildings and geographic landmarks and all that shit and they just kinda shrug it off on the power of being swole AF? Yeah that's basically what this line of abilities does.​
Storied might
-Physical damage dealt is increased by 60%, and physical damage taken is reduced by 60%.

Mythic might
-Physical damage dealt is increased by 70%, and physical damage taken is reduced by 70%.

Legendary might
-Physical damage dealt is increased by 80%, and physical damage taken is reduced by 80%.

Epic might
-Physical damage dealt is increased by 90%, and physical damage taken is reduced by 90%.

Divine might
-Physical damage dealt is increased by 100%, and physical damage taken is reduced by 100%.
Of note: The Might ability line is not actually inherently magical. It's easier to manage with magic assistance, but all of them are rooted in physical ability. Nor is this line of abilities limited to magical girls or capped by existence bonus in any way.​
Intercept:
Intercept, the third and final of the standard active defenses. Where Skill and Dodge are lines, Intercept has more of a... starburst. Rather than sequential upgrades, there are a bunch of variants more akin to sidegrades. Additionally, Intercept and its derivatives actually have weapon-ability versions. The difference is that the personal ability can be used with any form of attack, while the weapon ability only applies to the weapon or spell that has it.​
Intercept
-If an incoming attack is caught, intercept the attack with one of your own. If your damage is higher, negate the attack, and deal the difference in unblockable damage. If your damage is exceeded, reduce incoming damage by yours before calculation.
This is the basic form of Intercept, and the core of all its variants. It's basically a beam struggle or blade clash, two forces meeting and the stronger crashing through to damage the opponent.Two things are of note here: Firstly, like with Skill you cannot Intercept spells with a basic attack, for the same reasons. However, unlike with Skill it is possible to intercept with a spell, which circumvents the issue.Secondly, you cannot Intercept an Unstoppable attack. It will just smash right through any attempt to do so like it's not even there.​

Overwhelm
-If an incoming attack is caught, intercept the attack with one of your own. When intercepting an attack, increase your damage by 75% of your opponent's Base Damage. If your damage is higher, negate the attack, and deal the difference in unblockable damage. If your damage is exceeded, reduce incoming damage by yours before calculation.
Intercept Variant that does exactly what it says.​

Cleave
-If an incoming attack is caught, intercept the attack with one of your own. If your damage is higher, negate the attack, break the opponent's weapon, and deal the difference in unblockable damage. If your damage is exceeded, reduce incoming damage by yours before calculation.
Intercept Variant that breaks the weapon they're intercepting if you win the intercept. If the weapon in question is a bodypart, this involves disarming them in a very literal sense.​

Punch-Through
-If an incoming attack is caught, intercept the attack with one of your own. If your damage is higher, negate the attack, and deal the difference in unblockable damage. If your damage is exceeded, reduce incoming damage by yours before calculation. Deal your own half of the intercept as unblockable damage on top of the results, regardless of whether you win or lose.
Intercept Variant that guarantees you will hit them, regardless of how strong their counter is.​

Primordia
-If an incoming attack or spell is caught, intercept the it with an attack of your own. If your damage is higher, negate the attack, and deal the difference in unblockable damage. If your damage is exceeded, reduce incoming damage by yours before calculation.
Intercept Variant that functions exactly as normal Intercept, except it allows you to intercept spells with normal attacks.​

Strength:
The Strength line of abilities are designed to aid in intercept conflicts and the like.​
Unreal Strength
-When meeting an opposing force, increase Damage by 50%. Negate if opposing force is backed by: Unreal Strength, Unstoppable, Juggernaut, or a 3-1 damage advantage.
Godlike Strength
-When meeting an opposing force, increase Damage by 125%. Negate if opposing force is backed by: Godlike Strength, Unstoppable, Juggernaut, or a 5-1 damage advantage.



That's all I can think of of the top of my head. If you think I'm missing any let me know.
 
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Unmatched Skill is the penultimate version of the Skill line of abilities.
Effortless Dodge is the penultimate form of the Dodge line.
If those are second best, what are the best versions?
So you can't get Sunder or Vorpal as a personal ability?
What about Impossible Strength?

Edit:
Also Practitioner, Omni-Caster, and maybe Multi-Caster.
 
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If those are second best, what are the best versions?
What? *googles* Fuck, I've been using that word wrong for years.

So you can't get Sunder or Vorpal as a personal ability?
Correct.

What about Impossible Strength?
Unique variant AFAIK.

Edit:
Also Practitioner, Omni-Caster, and maybe Multi-Caster.
I don't think those last two are standardized.
 
Impossible Strength is unique to Juggernaut Drive.

She's also viable to get her hands on Divine Might, but she hasn't because actually getting it isn't something she was aware was possible while she was alive.
 
Impossible Strength is unique to Juggernaut Drive.

She's also viable to get her hands on Divine Might, but she hasn't because actually getting it isn't something she was aware was possible while she was alive.
Honestly she would start at Storied or Mythic and work her way up with shop upgrades, but any of the might abilities would do wonders for her being a soap-bubble on the defense.
 
Honestly she would start at Storied or Mythic and work her way up with shop upgrades, but any of the might abilities would do wonders for her being a soap-bubble on the defense.
She would but she does have stored up EXP (not to mention what getting beat by Insight the way she did). Also her fight with Nepgear and Sega.

She can shoot up the Might line pretty high in one go right now.
 
It's all very bootleg and made up as Crys went along.
Calling it bootleg is overstating things. I'd say it's closer to cancer rather than ripping off any other tabletop game. The system was created to basically apply anime physics to loose rules. As such, for every hard rule, there is an exception. I would say no exceptions, but I'm sure there are exceptions to that. Because of this, it's a huge mess that's a giant pain in the ass to use or comprehend as it's kinda grown organically over time as people and Crystalwatcher come up with more and more stuff. It's also pretty badly ingrained into CWMGQ at this point, and I have no fucking clue how one would go about extracting it from the quest without doing more damage. At least it isn't malignant... yet...
 
Masterful Dodge, like its Skill equivalent, is the point where you're using magic to let you dodge in ways that make physics curl up in a ball and cry. It is also the standard cap for most holders of the Dodge line.
So, in practice, Boosted Flight, the Agility tree, or a useful Affinity (Skill, Speed, Space, etc) or Theme are the more common (not the only ones) gateways to this. Correct?

Effortless Dodge is the ultimate form of the Dodge line. Unlike Unmatched Skill, it doesn't require being a reality warper to acquire, nor does it have a Highlander clause. Despite this, it is rarer than Unmatched skill, because earning it is that fucking hard. Someone with Effortless dodge can walk through a rainstorm without getting wet, and attacks aimed their way are often mistaken for misses because the evasion is so smooth and effortless that observers don't even realize the target dodged until later.
*looks at White Soul* pretty obvious she more or less fakes this with her self-spamming.
 
Calling it bootleg is overstating things. I'd say it's closer to cancer rather than ripping off any other tabletop game. The system was created to basically apply anime physics to loose rules. As such, for every hard rule, there is an exception. I would say no exceptions, but I'm sure there are exceptions to that. Because of this, it's a huge mess that's a giant pain in the ass to use or comprehend as it's kinda grown organically over time as people and Crystalwatcher come up with more and more stuff. It's also pretty badly ingrained into CWMGQ at this point, and I have no fucking clue how one would go about extracting it from the quest without doing more damage. At least it isn't malignant... yet...

It's also a major pain in the ass to learn and I'm 100% sure there are still lots of things I don't understand.
 
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