Daedalus Dread (CWMGQ Spinoff) (OOC)

The Beginning

Familiar

The Vaguely Recognized
Location
Washington
A low murmur permeates the expansive waiting room, none of the occupants willing to raise their voices beyond the minimum necessary to be heard by their nearest neighbors. The air is thick with tension, saturated by emotions that bleed off of their postures and expressions. There is little in common among the crowd. The hues of their hair run the whole spectrum of colors. Ages range everywhere where from early teens to mid twenties. Their eyes betray a variety of sentiments; anxiety, excitement, boredom, madness, terror, determination. There is only one trait held by all—each and every person present is a Magical Girl.

A grid of large screens along one wall flicker to life, and the low conversations peter off into total silence. The monitors altogether act as one to display a singular scene. A spotlight illuminates a stone throne that rests against an enormous pillar, the surrounding area obscured by darkness. Floating before the throne is a young woman with platinum blonde hair and molten gold eyes.


Expression placid, she begins speaking without delay. "As of this moment, there is no turning back." She raises her left hand and snaps her fingers. Immediately, the doors of the waiting room crumble to dust, leaving only blank stretches of wall in their place. "Not that I imagine any of you would, by this point. All of you came to stand here today for your own reasons. Desperation. Greed. Bloodlust. Ego. Coercion." She flicks her hand as if swatting away the line of thought. "In the end, it doesn't matter anymore. You are now in, and the only way out…" Again she snaps here fingers, but this time a single door pushes itself out of the ground, standing free in the center of the room, "…is through."

On the screens, the girl drifts back and lands sitting on the throne. Her legs cross, and she leans to rest her head on her right hand. "There are no true rules as you proceed. However, that is not to say that some actions will not have consequences." The spotlight widens its focus, and the darkness recedes just enough to reveal one more subject. Partially hidden by the pillar, a hulking beast can be seen resting against it, shoulders rising and falling in the steady rhythm of sleep. Even sitting as it is, it towers double the full height of the girl on the throne.




"Test my patience as much as you please, so long as you are prepared. A small list will be provided." The light recedes back to its original position. Her bored expression lightens up a little, eyes lightly glowing and lips curling up into a small smile. "Like my father, I take great joy in seeing firsthand humanity's warriors pushed beyond the limits of their abilities and skills. I am Magical Girl Labyrinthine. Welcome to my maze." The screens turn black.

The door in the center of the room opens and, despite conventional logic, two nondescript men in suits step out. One carries a stack of papers, the other a clipboard. As the door closes itself behind them the man with the clipboard speaks out, "I will now call forward the first four participants. When your moniker is called, please come forward and step through the door. My companion has informational sheets; any who wish for one may take one at their leisure. As you wait to be called, you are encouraged to watch the live footage that will be displayed on the monitors. Refreshments will arrive shortly."

He flips the cover page on his clip board, and begins to read. "First, Magical Girl—"
 
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Rules
How to Join!

For this RP, submissions will always be open. No sheet will be turned away, though every sheet will be worked and balanced before entering the game. Entry is first come, first serve, but each person can only be in the queue once at a time. In the event a person submits several sheets, each one after the first won't enter the queue until the previous has left.

At any given time, there will be four magical girls challenging the labyrinth. In the event of death or withdrawal, new magical girls will join the group once combat has ceased.

If a team of affiliated girls are in the queue, they will be pushed back until the correct number of spaces open at once (e.g. at the end of combat, there must have been at least three removals in order for a team of three to enter).

The maze is made up of a complex of very large rooms, each filled with some form of opposition. When a room is cleared of all opposition, magical girls will be given the option to withdraw.

A guide to sheet creation will be provided in the next post.

'In-Character' Posting Rules
  • You can not control another character through one of your posts without that player's permission. If an action is taken that effects another character, you must let them describe how their character responds.
  • If your character has damage after the fight, you can not "shrug it off" as a flesh wound. This isn't an anime.
  • Be polite to your fellow players. Insults and bashing will not be accepted.
  • GM posts take priority.
  • Out of Character posting will be restricted to this thread or the Discord Channel. Likewise, keep all posts in the IC thread once it is opened.

Combat Rules
Combat will be initiated whenever you encounter a hostile entity, or you yourselves attack something. Enemy selection will vary by environment and location. Combat will end when all fighters are either dead, or have fled the battle zone. If one side becomes collectively incapacitated to the point they can no longer fight, they lose automatically and are freely killed by the other side.

I will handle the combat turnout, applying extra modifiers depending on how Attacks are described. Poorly described attacks may miss, depending on circumstances.

All abilities are applicable.
  • Ground Combat/Basic Rules
    • When combat is initiated, all players will roll a 1d10 using the forum roller to determine initiative during the fighting. 1 goes first, while 10 goes last. If two characters roll the same number, their actions will be taken simultaneously. If a character has more than one attack per turn, they will take each action in a successive line: for example, if they roll a 6 but have 3 ATP, they will attack on 6, 7, and 8 in that order.
    • After a turn ends, initiative will automatically change based on the ATP and Character Speed. Each ATP above 1 a character has, they will move up the attack order by that amount. Each Level a character has in the Flight and High Speed Combat abilities will also move a character farther up the order by that amount as well. Priority Boost is the same.
    • Ambushes cause surprise rounds, which set the attacking party's priority to 1, and adds a malus to the target's priority rolls. The intensity of the malus depends on how good the ambush is.
    • Before the Turnout is written, all players will be asked to describe how they want to use their actions. For example: Magical Girl A could forgo using any of her attacks to instead jump in front of everyone and block like mad. She won't attack, but I will add bonus Resilience to her defense. The more creative the description of the action, the better the modifiers.
    • If you attack a flying opponent, you will have to roll a 1d10 with a -1 for each level of Flight your target is using. If you have High Speed Combat and their flight speed is lower, this malus won't be applied. If it's over, the malus will only begin to be applied once they hit a speed over it. The roll must come out as a 9 or higher to hit. Attacks with Anti-Air, Homing, and Unerring are exempt. Attacks with Detonate or Full-Auto derived abilities gain a bonus to their roll.
    • Flying enemies cannot be targeted by melee attacks. Breaking this rule will be punished by a free attack for the flyer.

  • Aerial Combat
    • When fighting another flying opponent, you will only get one attack. Make it count.
    • When launching attacks at each other, both parties will roll a 1d10 as an accuracy check, 9 or higher is required to hit.
    • For each level of Flight a character has, add a +1 to their accuracy roll. For each level of Flight their opponent has, add a -1. High Speed Combat removes the negative modifier to the roll. If the opponent's Flight exceeds the character's High Speed Combat, begin to add the malus for each level over the level of the character's High Speed Combat.
    • If attacking a land-bound target, ignore the accuracy roll.

  • Grappling
    • When two characters enter a grapple, they automatically attack each other at the start of each round. All other actions are locked until the grapple is broken.
    • Grappling characters cannot use spells or Magic Modifiers. Base damage is reduced by 75%, and Base Resilience is reduced by 90%.
    • If a weapon has the Grapple ability, ignore the previous rule. Weapons that are a body part do not suffer the damage reduction.
    • Each turn if a player decides to continue the grapple, roll a 1d9. If 8 or 9 are rolled, the enemy breaks the grapple and causes extra damage to the player. If the player willingly breaks the grapple, they cause extra damage instead when the grapple breaks.
    • All attacks aimed at either character in the grapple will hit both.

  • Intercept Rules
    • If a character has the Intercept ability, or one of it's derivatives, they will roll a 1d6 on each enemy attack. If an even number is rolled, they will initiate an Intercept conflict.
    • Melee combatants with Intercept will only roll intercept for attacks aimed at them.
    • Winners of an Intercept conflict will have their damage applied directly to their enemy. This damage cannot be interrupted by Skill, defensive barriers, or other Intercepts.

  • Spell Synchronization
    • In order to trigger a spell synchronization the two players attempting to synchronize their spells can only do so when one of their actions line up on the same initiative. (Ex: Both players roll a 6, or one player rolled a 4 and the other a 3 but the latter has a second action.)
    • In order for a Spell Synchronization to trigger, the two spells involved must either A) share a theme, B) share an affinity, or C) have a similar enough result. (Ex: Two spells share "Sea", Two spells are wave-like in result, Two spells are extreme expressions of the Magical Girl's powers.)
    • If two spells can synch, they will synch automatically without any extra effort required on the participating Magical Girl's parts. Spells that cannot synch will operate as normal.
 
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Sheet Creation
Alright, let's build a sheet right now as an example. You can get plenty of advice and assistance with this process in the #mg-manufactory channel of this Discord server. Here's the frame we'll be filling up as we go:

(Faction) Magical Girl Name

Given Name
Character.jpeg​

Stats

Health: ___
Base Damage: ___
Base Resilience: ___
Magic Modifier: ___
Affinity: ___ | ___ | ___

Weapon

Weapon Name
Level 1
Attacks Per Turn: 1
Affinities: ___
Ability: ___

Spells

Spell Name
Level 1
Base Damage: ___
Magic Modifier: ___
Affinity: ___
Ability: ___

Abilities

Health Controller
-Determines Base Health.

Resilience Controller
-Determines Base Resilience.

Personal Ability
-Effect.

Personal Ability
-Effect.


Keep in mind that you can build your sheet in whatever order works best for you. To keep things simple for this demonstration, I'll work from the top down.

First off, faction. Here's what we've got for options:
  • Unified Light: The side of the angels, literally. Elves, Fairies, Angels, and Humanity in general make up the majority of this faction.
  • Unified Darkness: The opposition. Demons, Spirits, living Nightmares, and pretty much any individual who believes that might makes right.
  • Independent: Those that work at the fringes of one faction or the other while still involved in the war. Freelancers and mercenaries.
  • Unaligned: They who keep themselves out of the way of the tides of war. They have their own things to do without getting involved in all that rot.
I'm going to make a Unified Darkness girl, someone who lives for the thrill of combat. I've found myself a nice picture, so I'll make the rest of the sheet using it as the base. Let's go with Magical Girl Ravendetta, a sort of corvid and grudge theme. I'll name her Rhami Nusia as a play on the goddess Nemesis.

(Unified Darkness) Magical Girl Ravendetta

Rhami Nusia

Next up, Stats. We'll jump straight to the Affinity line, because that's where the foundation of all the numbers on your sheet starts. The first two affinities spell out the thematics of your magical girl. Ravendetta is fairly on the nose; she draws her power from grudges, and her abilities are expressed in the form of raven-esque traits. Grudge | Raven.

Now for the third affinity, known as the Growth Affinity. This is the really important bit. for our purposes, there are six possible choices which work like a sliding scale between technique and power.
  • Story Maker
  • Myth Maker
  • Legend Maker
  • Story
  • Myth
  • Legend
On one end of the scale we have Story Maker. This girl will sacrifice base power to put everything into esoteric abilities that will let her hit far above her apparent weight class. On the other end, Legend. These girls have simple abilities and focus on overwhelming their opponents with direct, brute force. Legend Maker and Story are the closest to balanced, both toeing the line. Once you select the kind of style you'd like, you can use this post as a general guideline for each Growth Affinity's respective stats. Keep this page open, you'll probably use it on later parts of the sheet. The numbers provided aren't ironclad, but deviating from them should be done with a certain intent.

Base Damage and Base Resilience are just about exactly what they look like, the attack and defense numbers. Magic Modifier has an effect on both; whether an action taken is offensive or defensive, a die is rolled with a maximum equal to the modifier, and added on.

For Ravendetta here, I'll lean toward brute force as a Myth.

Stats

Health: 300
Base Damage: 75
Base Resilience: 75
Magic Modifier: 25
Affinity: Grudge | Raven | Myth


Next up, we have a magical girl's best friend—her weapon. This part is fairly simple. If you're working off of an image, I would recommend that the weapon here matches one there. As a magical girl gains combat experience, the level of the weapon will increase. This has several effects:
  • Every level, increase the magical girl's Base Damage and Magic Modifier stats
  • Every five levels or so, increase the weapon's Attacks Per Turn by one
  • Depending on the magical girl, the weapon may gain or upgrade its abilities when milestones are reached
And speaking of abilities! This is where the fun begins. Weapons and Spells can have a variety of effects based on their physical or magical properties. To save space, these effects have been codified to a collection of keywords, a list of which can be found here. Just select one or two that you find suitable for your purposes.

For Ravendetta's weapon I'll go with Maim, which hinders healing effects, and Rend, a damage-over-time inflictor. Rend has an upgrade that can be gained in the future called Murder. We'll want that for the crow joke.

Weapon

Craven Slayer
Level 1
Attacks Per Turn: 1
Affinities: Grudge | Myth
Ability: Maim | Rend


And now for the Magical Girl's big, flashy, signature move. A girl's weapon can make several attacks in a turn to stack damage up, but the spell is one heavy shot. It's got its own Damage, Magic Modifier, and abilities, which will grow and evolve as the spell levels up. A magical girl that specializes in spellcasting rather than physical combat might gain additional spells as she grows.

Ravendetta's Spell will be a rain of piercing feathers. Homing to chase down illusive opponents and Armor Pierce to punch through a bit of their armor.

Spells

Seeker Quills
Level 1
Base Damage: 150
Magic Modifier: 100
Affinity: Grudge | Raven | Myth
Ability: Homing | Armor Pierce


We have arrived at the finale: Personal Abilities. This is where every magical girl's unique existence shines through. Admittedly there are some bits of uniformity. Every girl has a level-able ability that controls the Base Health, and a level-able ability that controls Base Resilience. Sometimes these two abilities can have additional effects. Rarely these two abilities are combined into one.

There are some personal abilities that are also fairly often shared between a fair few girls; inherent traits like Flight, Agility, and Might; or trained abilities like Dodge, Intercept, and Skill. You can find a list of these standardized abilities here.

And then there's the personal abilities that are truly unique to each magical girl, from the simple yet potent abilities of the Legends to the subtle and complex abilities of the Story Makers. The possibilities are endless...within reason. No overpowered 'I Win' buttons, and you'll have to give a fantastic justification for any form of immortality. People die when they're killed. Other than that, have fun.

So, for Ravendetta we've got the two stat control abilities, a standard Flight ability because of her wings, and a unique ability that represents her drawing power from grudges.

Abilities

Heart of Fire
Level 1
-Determines Base Health.

Wings of Iron
Level 1
-Determines Base Resilience.

Flight
Level 2
-Ravendetta is able to fly at 10 mph.

Pound of Flesh
-When Ravendetta attacks an opponent that dealt damage to her last turn, double Total Damage. When Ravendetta attacks an opponent that has slain an ally, quadruple Total Damage.



And with that we've completed an entire, freshly awakened, newbie magical girl. Here's the sheet all put together:

(Unified Darkness) Magical Girl Ravendetta

Rhami Nusia
Stats

Health: 300
Base Damage: 75
Base Resilience: 75
Magic Modifier: 25
Affinity: Grudge | Raven | Myth

Weapon

Craven Slayer
Level 1
Attacks Per Turn: 1
Affinities: Grudge | Myth
Ability: Maim | Rend

Spells

Seeker Quills
Level 1
Base Damage: 150
Magic Modifier: 100
Affinity: Grudge | Raven | Myth
Ability: Homing | Armor Pierce

Abilities

Heart of Fire
Level 1
-Determines Base Health.

Wings of Iron
Level 1
-Determines Base Resilience.

Flight
Level 2
-Ravendetta is able to fly at 10 mph.

Pound of Flesh
-When Ravendetta attacks an opponent that dealt damage to her last turn, double Total Damage. When Ravendetta attacks an opponent that has slain an ally, quadruple Total Damage.



And here are a variety of sheets that you can gather inspiration from:
And with that, I leave you to it. Once again, you can get advice and assistance with this process in the #mg-manufactory channel of this Discord server. Go wild.
 
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Current Queue
Current queue:
  1. Soul Sword
  2. Battlefield Scavenger
  3. Dark Nurse
  4. Nessiah
  5. Scarlet Rail
  6. Principled Calligrapher
  7. Moon Guardian
  8. Gentle Nimbus
  9. Sacred Armory
  10. Serpentance
  11. -
  12. -
  13. -
  14. -
On hold for shared player:
  • Dream Star
  • Erin Hornet
  • Scorched Banner
  • Sunward Summit
On hold for adoption:
  • Mushroom Cloud
 
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(Unaligned) Magical Girl Soul Sword

Nanami Tsurugi​

"私 が/魔法少女 や/斬魄刀"


Stats

Base Health: 1000
Base Damage: 1000
Base Resilience: 1000
Magic Modifier: N/A
Affinities: Sword | Self | Legend Maker

Weapon

Sword-Splitting Palm
Level: 10
Actions per turn: 3 (+1 per 4 levels)
Affinities: Sword
Abilities: Multi Slash

Spells

Divide
Cut.
Level: N/A
Base Damage: Self Base Damage
Magic Modifier: N/A
Affinities: Sword | Self
Abilities: Vorpal | Cleave

Abilities

One with the Sword (Level 10)
Wear your being on your sleeve.
-Governs Health. Soul Sword's base resilience, base damage, and health are always equal (Leveling her weapon does not increase its base damage). When one stat changes, the others change with it. Soul Sword is immune to status effects and mind-altering magic.

Domain of Self
-If an attack, spell, or enemy comes into contact with Soul Sword, autocast Divide.

The Iron Truth
-Soul Sword heals for 25% of the damage she deals. This can overheal. Overheal is lost at the end of combat.

Flickerwisp
-After Soul Sword takes an action, she may instantly move into melee range of a target.

God Slicer
-If an ability would reduce the damage Soul Sword deals, reduce the effect by 50%.



"We are weapons, no? Why should we not act like such?"

Have a submission.


Editlog:

12/21/22: ApT growth reduced to 1 per 4 levels.
 
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Well, I did support the development of this idea by encouraging it. I suppose it's only fair that I throw in a submission. I do not take credit for the creation of any of the art used in this sheet.

The sheet is her starting out freshly awakened, and any stuff beyond that is either indicated on sheet or is listed in her Shop (a spoiler box below the accordion and soft mechanics explanation spoiler).

(Independent) Magical Girl Battlefield Scavenger

Tourne Eqata

"Dead or alive, I'll be picking up your pieces! I am Magical Girl Battlefield Scavenger!"
Stats

Health: 2100
Base Damage: 500
Base Resilience: 500
Magic Modifier: 500
Affinities: Scavenge | Survival | Myth-Maker
Weapon

Scavenger's Lockpick
It's a halligan bar, Jim.
Level 10
Attacks Per Turn: 3 (+1 per 5)
Affinities: Survival
Ability: Indestructible | Armor Removal
( Gained Armor Removal at Level 10 and Crush through leveling. )

Scavenged Arms
Level N/A
Base Damage: (variable)
ApT: (variable)
Storage Capacity: 3
Affinities: Scavenge | (variable)
Abilities: (variable)
Nothing Yet

Spells

First Aid
Staunch the bleeding, and keep moving. Body modifiers are suppressed until health is reduced to the point they were suppressed at.
Level 10
Base Damage: 400
Magic Modifier: 400
Affinity: Survival
Ability: Heal | Rapid Recovery
( Heal becomes Regenerate through further leveling. )

Abilities

Will To Survive
Level 10
-Grit your teeth and bear it. Controls Health.

Forager's Find
Level 10
-Without the essentials, no one survives. Battlefield Scavenger can spend time and attempt to scavenge or forage for survival necessities. She will always be able to provide for 10 person(s) when doing this, regardless of her current environment. Controls Base Resilience.

Survivor's Arsenal
-Each affected by Scavenged Arms has Magazine X, where X is the weapon's base ApT, minimum 1. Battlefield Scavenger has additional actions equal to the ApT of all weapons affected by Scavenged Arms, but may not spend ApT from one weapon to attack with a different one. Battlefield Scavenger may destroy a weapon affected by Scavenged Arms to either:
--add one of it's non-Magazine abilities to another weapon affected by Scavenged Arms, combining any identical abilities if able. Weapons with three abilities can have non-identical abilities added to them at the cost of removing another ability on the weapon.
–-replenish the Magazine of another weapon affected by Scavenged Arms by the destroyed weapon's remaining Magazine. This cannot cause a weapon to exceed it's Magazine capacity.

Flesh Wounds
-Whenever Battlefield Scavenger would take damage, she may suffer a Body Modifier to reduce it by 70% and prevent any secondary effects from the attack.


Scavenger's Lockpick is, well, an indestructible halligan bar. It's principally meant to function as a survival tool, though it can be used as a weapon.
-Indestructible: Excellent design and physical construction make the halligan bar nigh indestructible by mundane means. Even in a magic surpressed area, the weapon retains Indestructible (False).
--Immovable Rod: If wedged into a location, Scavenger's Lockpick will remain where it is so long as the supporting objects remain where they are, and potentially beyond. It will not move, it cannot be moved, and it cannot be damaged.
-Crush (eventual): Halligan bars are typically sized for two handed use. Scavenger's Lockpick exemplifies this design in addition to being usable one-handed, allowing the user to exert up to their entire body strength and weight through the halligan bar at amplified effect.
--Perfect Lever: Provided a fulcrum of some kind, Scavenger's Lockpick is an incredibly effective lever. With Indestructible removing the need to worry about the bar breaking or bending, it offers even greater effectiveness as a lever than it's design would normally allow.
-Armor Removal (eventual): Halligan bars are used to pry nails and other things that are stuck together apart by force. Scavenger's Lockpick is even more capable of this than normal, and can remove armor without inflicting damage, so long as it can get a bit of leverage.
--Combatant Removal: Scavenger's Lockpick cannot ignore Indestructible, but it can fake Knockback by turning the force that would remove armor into extra leverage behind an attack.
--Perfect Prybar: Scavenger's Lockpick can be used to remove physical components wholesale from anything that cannot actively resist it, allowing Battlefield Scavenger to repurpose them to her own needs later on.

First Aid is magically done first aid to heal wounds and suppress body modifiers.
-Heal: Wounds are disinfected, healed from the inside out, and closed up to the best of the spell's ability. It looks like natural healing done by the body, and scarring can occur from it. Any damage not healed this way can be further healed naturally given appropriate time and care. Unfortunately, the spell does not come with anesthetic built in, though Rapid Recovery does help a bit with the pain afterwards.
-Rapid Recovery: Body modifiers are essentially duct taped over magically. While they can be reopened, until that happens, the spell allows the victim to continue operating as if the body modifiers are not present.
-Regenerate (eventual) : The natural healing process of the body is supplemented by the magic to not merely heal immediately, but to continue the process for a short period of time. This allows for body modifiers to be completely healed, and with enough application, can even allow for the regeneration of missing limbs and/or organs or the fixing of other seriously gruesome and incapacitating injuries.

Will To Survive is the magical enhancement of Battlefield Scavenger's civilian body to increase her ability to take damage.

Forager's Find is the outfit of her transformation, and any armor she has created. It's also her 'armor against the elements', and enhances her foraging ability to find survival essentials given the time to actually try. If her environment lacks those essentials, her magic will outright create them. It won't be tasty or pleasant, but it will ensure that they exist.

Flesh Wounds is the twisting of the body, gritting of teeth, and denial of death that comes with surviving. Sacrificing the function of a body part in some way, Battlefield Scavenger vastly reduces the effect of any source of damage upon herself. This has no limits on it's use, though it's debatable whether surviving past a certain point is better than dying.

Scavenger's Arsenal has two main functions. One is magically enhanced tinkering and smithing. Without any facilities, Battlefield Scavenger can combine, break down, or even cannibalize weapons to enhance or repair each other. The other is her magic taking in outside weaponry by 'scavenging it', imposing the limits on it's use, and giving her a limited ability to store such weapons on her person in a pocket dimension.
-Knowing How To Use It: Magical Girl instincts do grant Battlefield Scavenger the ability to understand how to use, and a weapon in her possession can do. Wouldn't be much good to pick up a weapon if she didn't know what it's Abilities were, or how many more actions she got from it.
-Base Damage: A given weapon retains it's base damage. If it's base damage was controlled by a Personal Ability, Scavenger's Arsenal tries to recreate it to the best of it's ability, but generally gets the default value.
-Magic Modifier: All such weapons use Battlefield Scavenger's Magic Modifier, and magical effects on them are fueled by her own magic.
-Non-Human, Non-Elf Weapons: If a weapon is taken in that is magically created by it's user upon use, the taken in copy is treated thereafter as separate from the original user and does not restrict their ability to make a new copy of the weapon. She doesn't steal their weapon, just gets the copy of it. These weapons can be leveled, and gain appropriate stat increases (excepting Magic Modifier) and abilities from doing so.
-Elf Weapons: Elf weapons can be leveled for additional ApT and any magical abilities, but otherwise give no additional benefit from leveling.
-Non-Leveled Weapons: These cannot be leveled, but can still be granted additional abilities by Scavenger's Arsenal.
-Limitless Weapons: Yes, she can destroy a copy of a Limitless weapon to replenish the Magazine on another weapon, and then just create another copy of the Limitless weapon. This is because Scavenger's Arsenal essentially fakes Limitless to get her a copy of a weapon that doesn't prevent the original owner of a Magical Girl weapon from having a copy if they drop their transformation and reapply it, for example.

Scavenged Arms represents the weapons which Battlefield Scavenger has on hand other than Scavenger's Lockpick. The number of such weapons she is not physical carrying is limited by Scavenger's Arsenal.
-Actions Per Turn: Battlefield Scavenger has access to the combined actions all of such weapons at all times, but cannot attack with a weapon more times in a turn than it has ApT (assuming it has the Magazine capacity to do so).

Tourniquet
Life over limb, if necessary. Status Block lasts until the tourniquet is removed or destroyed.
Level 1
Health: 100
Affinities: Survival
Abilities: Status Recovery | Status Block

Extended Arsenal I
-Scavenged Arms may hold up to 4 weapons.

Extended Arsenal II
-Scavenged Arms may hold up to 5 weapons.

Final Strike
-Battlefield Scavenger may attack with a weapon with no Magazine remaining, destroying it in its entirety. Such attacks multiply their base damage by weapon level. Not usable with Indestructible.

Edit Log:
12/19/2022
-Made initial post, edited to fix errors in the Shop text.
12/22/2022
-After discussion with GM ( @Familiar ), Flesh Wounds reduction 99% is reduced to 70%. Scavenger's Lockpick, First Aid, Will To Survive, and Forager's Find have been set to level 10. Sheet is now ready for play.
 
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I guess I'll try posting a leveled up (and nerfed in one place because "be useful at level 1" isn't an issue) version of a sheet that almost made the cut in another RP.
(Unified Light) Magical Girl Dark Nurse

Refi
Stats

Health: 500
Base Damage: 140
Base Resilience: 150
Magic Modifier: 200

Affinity: Life | Inversion | Story Maker
Weapon

'Healing' Touch
Level 10
Attacks Per Turn: 3 (+1 every 4 levels)
Affinity: Life
Ability: Regenerate | Execute | Omni-Caster (Lvl 1)
Spells

Simochi
Level 10
Base Damage: 500
Magic Modifier: 23 (+2 every level)
Affinity: Life | Story Maker
Ability: Heal | Cast by Modifier | Critical Strike
Abilities

Lifepoints
Level 5
-Controls Health and Base Resilience.

Bad Reaction
-Any effect that would increase the Health of Dark Nurse's enemies instead lowers their Health by the same amount.

Medical Neutrality
-As long as Dark Nurse is alongside combat capable allies, she cannot be targeted by enemies whom she hasn't attacked.

Preventive Medicine
-Dark Nurse and her allies are immune to harmful status effects.

  • Her weapon is her hands.
  • If she does something like a punch or a slap, she'll do a regular attack on top of inflicting them with Regenerate. A gentle tap can apply Regenerate without dealing damage.
  • Regeneration per turn is equal to the Total Damage of the offensive string, including Execute when applicable. Execute can apply when doing a gentle tap to a heavily injured ally.
  • Because the description of Regenerate says that it can cure body damage modifiers if given enough time, damage caused by inverted Regenerate can cause body damage modifiers if given enough time. Touching a wound or weak point directly reduces the time required for this.
  • Since Simochi is a heal, not an attack, it does not break the targeting protection of Medical Neutrality.
  • Simochi's is a ranged beam attack, and the many casts can be split among a variety of targets.
  • Simochi's Critical Strike effect makes it easier to cure body modifiers by just tossing a bunch of generic healing at them, and also makes it possible for inverted healing to inflict body modifiers.
  • Bad Reaction is a Presence that's similar to the effect of the Negative Space super ability. Unlike that ability, it comes into effect the moment an enemy is in range of her and ends as soon as they aren't near her.
She was inspired by the old Yu-Gi-Oh card Darklord Nurse Reficule (or Nurse Reficule the Fallen One if you prefer its old name), with some names taken from the similar card Bad Reaction to Simochi. Her level 1 stats are also a reference to this. Her level 1 Base Damage is equal to Reficule's ATK stat with two zeroes chopped off, while the product of her level 1 Base Resilience and Magic Modifier is equal to Reficule's DEF stat.
Edit:
Spell MM nerfed from (4 * Level) to (3 + (2 * Level)) for balance.
 
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Level 1 sheet, something significantly more Unga Bunga than I'm used to making.

(Unified Light) Magical Girl Nessiah

Yggdra Yuril Arwatz

"Mine to save, mine to rule, by the light of the holy sword, Magical Girl Nessiah!"​

Stats

Health: 400
Base Damage: 400
Base Resilience: 150
Magic Modifier: N/A

Affinity: Rule | Power | Legend
Weapon

Gran Centurio
Level 1
Attacks per Turn: 2 (+1 per 5 Levels)
Affinities: Rule | Power | (Holy?)
Abilities: Power Boost | Damage Block
Spells

Jihad
Locks all other spells until the end of combat, must be the first spell used.
Level 1

Base Damage: 750
Magic Modifier: N/A
Affinities: Rule | Power | Legend | (Holy?)
Abilities: One-Shot | Supremacy | Unstoppable | Collateral Damage

Genocide
Locks all other spells until the end of combat, must be the first spell used, ApT gain equals level.
Level 1

Base Damage: 2
Magic Modifier: N/A
Affinities: Power | Legend
Abilities: One-Shot | Single Turn Effect | Boost Self | Move Boost | Accelerator | Hypersonic X
Abilities

Rightful Owner
Level 1
-Governs Health and Resilience
-Gran Centurio and Jihad gains the (Holy?) affinity.
-Genocide gives Sprint levels equal to it's base damage, and grants the necessary levels of High Speed Combat and equivalent Hypersonic.

Storied Might
-Physical Damage dealt is increased by 60%, and physical damage taken is reduced by 60%

La Pucelle
Level 1
-For each enemy in combat, gain one use of a spell in this list at half this ability level:


Blaze
Level 1
Base Damage: 50
Magic Modifier: 20
Affinities: Rule | Fire
Abilities: Anti-Infantry | Detonate

Diamond Dust
May only be used twice per encounter
Level 1
Base Damage: N/A
Magic Modifier: 30
Affinities: Rule | Ice
Abilities: Chill | Bind

Thunderbolt
May only be used twice per encounter
Level 1
Base Damage: N/A
Magic Modifier: 50
Affinities: Rule | Lightning
Abilities: Undodgeable | Stun


Banshee Cry
Level 1
Base Damage: 25
Magic Modifier: 10
Affinities: Rule | Power
Abilities: Confusion | Vertigo

Banish
Level 1
Base Damage: 80
Magic Modifier: N/A
Affinities: Rule | Holy
Abilities: Smite | Holy Boost


Edit Log:
12/19/2022
-Made Post, immediately edited to fix formatting errors

12/20/2022
-Fixed Hyper Sonic to Hypersonic

12/29/2022
-Nerfed Gran Centurio, Genocide, La Pucelle and Diamond Dust/Thunderbolt after discussion with GM

Gran Centurio: Power Triple to Power Boost
Genocide: Added Single Turn Effect
La Pucelle: Spells are now half it's level
Diamond Dust/Thunderbolt: Twice per encounter limitation
 
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Of course I miss this going up because I am asleep. Anyway, here's trains.

(Unaligned) Magical Girl Scarlet Rail

Annabelle Leblanc

"Next stop is the inferno! Here comes Magical Girl Scarlet Rail!"​
Stats

Health: 5,000
Base Damage: 250
Base Resilience: 500
Magic Modifier: 250

Affinity: Steel | Train | Story
Weapon

Conducting Blades
Level 10
Attacks per Turn: 2 (1 per 10)
Affinities: Steel
Ability: No-Intercept | Ghost Touch | Return


Express Train to Hell
Level 10
Base Damage: 1,000
Magic Modifier: 0
Attacks Per Turn: N/A
Affinities: Train
Ability: Indestructible | Auto Assault | Autonomous Combat
Spells

Nightmare Manifest!
Summons the Express Train to Hell as a vehicle instead of a weapon. Refer to The Unending Ride and Nightmare Train.
Level N/A
Base Damage: N/A
Magic Modifier: N/A
Affinity: Steel | Train | Story
Ability: Summoning
Abilities

Your Ticket!
-On each hit from either of Scarlet Rail's weapons, inflict one stack of Ticket. Ticket stacks indefinitely and continues to apply even if she dies. All tickets are devalued at the end of combat.

Seat Upgrade
-Apply these cumulative effects to the target based on the number of Tickets they have.
5: Seal all defensive Abilities
10: Auto Kill the target

Next Stop: Pain
-At the end of each turn, Express Train to Hell attacks all targets with Ticket a number of times equal to the number of stacks on them. These attacks are Unblockable.

Conductor's Prowess
Level 10
-Governs Health. If Scarlet Rail is dead but makes a kill, she revives at full Health and applies a stack of Ticket to all enemies.

The Unending Ride
Level 10
-Governs Base Resilience. If Nightmare Manifest is cast, devalue all Tickets. Express Train to Hell can be driven by Scarlet Rail. Guests can board as with any normal train.

Nightmare Train
Level 10
-When summoned as a vehicle, Express Train to Hell becomes capable of holding up to 50 passengers and gains a Sprint-level equal to this Ability's level. Scarlet Rail gains a corresponding level of High-Speed Combat while driving the train. Express Train to Hell is capable of traversing dimensional boundaries in this state. Once Scarlet Rail enters combat, all passengers are automatically ejected and the summon dismissed.


I went a bit over the Story standard for Health, but her Base Damage and Magic Modifier are rather low in exchange.
 
This isn't a serious submission unless someone is crazy enough to want to use her.

Just a joke that came to me when the RP was being discussed..

(Independent) Magical Girl Mushroom Cloud

Lizzy Biamba

Stats

Health: 25
Base Damage: 25
Base Resilience: 0
Magic Modifier: 25
Affinity: Death | Fire | Story Maker
Weapon

Radioactive Fallout
Level 1
Attacks Per Turn: 1
Affinities: Death
Ability: Omnipresent
Spells

Instant Meltdown
Level N/A
Base Damage: N/A
Magic Modifier: N/A
Affinity: Fire
Ability: Target-Self | Auto Kill

Abilities

One For All, and All for the Mushroom Cloud
-At the start of combat, designate one allied individual. The first time that individual is killed, reset their health and physical state to what it was at the start of combat. Magical Girl Mushroom Cloud cannot designate herself for this ability. Should Magical Girl Moshrom Cloud's HP hit zero, instantly detonate her; all entities on the battlefield take the sum total of all stats of every entity on the battlefield times twenty instantly. Should the individual designated by this ability be killed then revived, they gain the super ability Gone Booming.

Haven't Blown Yet
Level 1
-Controls health. At the start of each turn, all allied entities recover health equal to Mushroom Cloud's current health.



Gone Booming
Once a month, the holder of this ability may resurrect. If they are killed by an explosion, ignore the resurrection limit.
 
Here's Dream Star!
(Unaligned)MG Dream Star

Stella Galilei
Shining even in the blackest void! I am Magical Girl Dream Star!

Stats

Health: 500
Base Damage: 100
Base Resilience: 20
Magic Modifier: 30

Affinity: Star | Dream | Story Maker
Weapon


Wish Star
Wish upon a star, to reach from afar
Level 10
ApT: 1
Affinities: Star
Ability: Levitate | Hypersonic 2
Spells

Oubliette
Get in my tummy!
-Dream Star opens a hole to another dimension in (front of) her mouth and sucks the target in.

Level 5
Base Damage: N/A
Magic Modifier: N/A
Affinity: Star | Dream
Ability: Lockdown | Channel | Vacuum

Upchuck
Sometimes you have to choose what to eat
-Dream Star spits out something from her "Oubliette" at velocity.

Level 10
Base Damage: 100
Magic Modifier: 100
Affinity: Dream
Ability: Knockback | Boost By Modifier

Nomnom
Nom!
-Dream Star drains power from everything locked in her "Oubliette".
Level 1
Base Damage: 20% Target HP
Magic Modifier: 100% Target Resilience
Affinity: Dream
Ability: Consume | Assimilate | Scale To Target
Abilities

Iron Stomach Level 1
A strong stomach for a feast
-Govern Resilience

Bottomless Stomach: Level 3
The quickest way to her heart
-Dream Star's "Oubliette" is a pocket dimension filled with dark, damp heat and lined with squishy, slimy walls, which are impervious to damage from within. Within this space all personal abilities are negated. The "Oubliette" is always just large enough to contain whatever is captured, while being ever so slightly cramped. It may contain a number of targets equal to this ability's level.

You Are What You Eat
-If there's a victim locked in her "Oubliette", Dream Star can copy some or all of their sheet and use it in place of her own.

Rumbly in the Tumbly
-Every turn, if there is anyone/thing in her "Oubliette", Dream Star gains a free cast of Nomnom that applies to everything within the "Oubliette".

Vitaevore: Level 10
To Eat is To Live
-If Dream Star kills someone/thing with Nomnom, she permanently absorbs a portion of their stats (1%/ability level) to add to her own, and add one ability from their sheet to hers. Also governs health.

Star Road
-Dream Star can use Wish Star as a vehicle.

High Speed Combat (lvl 2)
-Dream Star can react to objects moving at up to 180 mph


-You are what you eat grants Dream Star a hat/head accessory symbolizing the thing she copied, if applicable, it changes her costume instead.
-In some cases, she would still not get a costume and just accessories.
-If Dream Star hits anything her size or larger while riding on Wish Star, she will be dismounted.
-Receiving a solid hit will also do the same.

And for a more serious WIP submission
(Independent)MG Principled Calligrapher

Ink is the lifeblood of civilization, and I it's artist! I am Magical Girl Principled Calligrapher!

Justine Wu​
Stats

Health: 5000
Base Resilience: 500
Magic Modifier: 75

Affinity: Rule | Ink | Myth
Weapon


Sword of Scholar
The pen is a scholar's weapon, the paper their battlefield
Level 10
Base Damage: 1000
ApT: 3 (+1 every 5th level)
Affinities: Ink
Ability: Dazzle | Ghost Touch

Bailiff
Level 5
Health: 500
Base Damage: 250
Base Resilience: 100
Magic Modifier: 50
ApT: 2
Affinity: Ink
Ability: Dazzle | Auto Assault

Judge
Level 1
Health: 200
Base Damage: N/A
Base Resilience: 50
Magic Modifier: 100
Affinity: Rule
Ability: Spell-Boost | Proxy-Caster | Auto Assault
Spells

Court Summon
Due process must be observed
Level 5
Base Damage: N/A
MM: 500
Affinity: Ink
Ability: Summoning

Judgement Edict
The verdict has been decided
Level 1
Base Damage: N/A
MM: 100
Affinity: Rule
Ability: Spell-cancel | Judgement
Abilities

Spirit of the Law Level 10:
Governs resilience

Letter of the Law Level 10:
Governs health

Signed in Triplicate:
If a bailiff is defeated, it splits into two bailiff with half the stats.

Bureaucratic Redtape:
For each 3 bailiff or 1 judge that remains in Principled Calligrapher's vicinity, she gains one free cast of Court Summon

Flagged for Approval:
Principled Calligrapher can remove a stack of Dazzle that is inflicted by her or a bailiff to summon 1 bailiff for free.

Order in the Court!:
Principled Calligrapher and Judge(s) cannot be targeted as long as there's at least one bailiff on the field.

Proxy Decisis:
As long as Calligrapher has not used Judgement Edict that turn, the judges can cast it for free once.
 
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Excited to try this!

United Light - Magical Girl Moon Guardian

Chitsuki Izumi

"By the Moon's light, I will do my duty to this world."​
AC: Fariba Khamseh
Stats

Level: 10
Health: 3750
Base Damage: 800
Base Resilience: 400
Magic Modifier: 500
Affinity: Craftsmanship | Lunar | Myth
Weapon

Enkara - Sentinel Of The Future

"It is time to face your Judgement."
AC: Daniel Ljunggren
Level 10
HP: 4800
Base Damage: 900
Resilience: 650
Magic Modifier: N/A
Attacks per Turn: Attacks Per Turn: 3 (+1 per 5 levels)
Affinities: Craftsmaship | Lunar
Abilities: Auto-Assault | Autonomous-Combat | Intercept

Moonsling Prototype
Level 10
Base Damage: MG-Base Damage
Attacks per Turn: Attacks Per Turn: 3 (+1 per 5 levels)
Affinities: Craftsmanship | Lunar
Abilities: Knockback | Stagger
Spells

Chitsuki teleports her guardian Enkara into the fray, causing collateral damage and immediately deploying her strongest weapon. Chitsuki herself is protected from any damage this spell would deal.
Combat Deployment
Level: 10
Base Damage: 2000
Magic Modifier: 750
Affinities: Craftsmanship | Lunar | Myth
Abilities: Teleport | Detonate
Abilities

Soul Of The Craftsperson:
Level 10
-Determines Base Health.
Moon's Gratitude:
Level 10
-Determines Base Resilience.
Antigravity:
Level 10
- Chitsuki has free flight and is unaffected by gravity. Can move at up to 90mph.
Gravity Well:
-Chitsuki may cast Combat Deployment to her own location for free once per turn.
Lagrange Point
-Whenever Enkara is teleported, Enkara applies Lockdown to an opponent in his melee range. If the target is flying, they are forced to land immediately.



25/12: Leveled to 10, Added Personal Weapon, Added Personal Ability, Added Enkara stats.
 
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(Unified Light) Magical Girl Gentle Nimbus

Ines Rennes

Ensuring the boundary between life and death. Magical Girl Gentle Nimbus, ready!
Stats

Health: 1500
Base Damage: 1000
Base Resilience: 150
Magic Modifier: 500
Affinity: Storm | Limbo | Myth
Weapon

Mercy's Whisper
The final rest.
Level 10
Actions Per Turn: 3
Affinity: Limbo | Myth
Ability: Critical Strike | Execute
Spells

Dance of the Demiurge
The seven steps that once transfixed heaven.
-
Multiplies all stats except ApT by Spell Level, lasts 3 turns.
Level 5
Base Damage: N/A
Magic Modifier: N/A
Affinity: Limbo | Storm
Ability: Stat Explosion | One-shot

Thundering Inevitability
The storm which heralds the end.
Level 10
Base Damage: 2000
Magic Modifier: 1000
Affinity: Limbo | Storm | Myth
Ability: Execute | Sudden Death
Abilities

Guardian of the First Circle
Level 5
- Determines Base Resilience and Health.

Limbo's Mark
- Each turn, Gentle Nimbus may designate a single opponent with the Limbo's Mark. This allows her to always enter melee range of the Marked enemy, as well as always be aware of their location. Only one unit may be designated at all times.

Unreal Agility
- Gentle Nimbus may perform feats of agility that stretch the laws of physics to their limit.

Sanctioned Repentance
Penance is just the beginning of their eternal damnation.
Level 10
- Enemies killed with Thundering Inevitability in a battle may be raised as Penitents during the same battle, with the number of Penitents raised equal to the Level. Penitents keep their stats and abilities as they did in life.

████ █████ ██ ███ Elysian Gardens
A mirage of Elysium. So sweet, so false.
- Gentle Nimbus permanently cloaks herself in a phantasm of the Elysian Gardens, temporarily altering her environment in a small radius around her, reminiscent of the meadows of the transient afterlife. Enemies within this radius feel a sense of impending doom, manifesting in a minor Fear debuff in all enemies within range.


Mercy's Whisper: A weapon that manifested upon Gentle Nimbus' faux-resurrection, infused with her longing to return to the tranquil peace of death. Enemies killed by Mercy's Whisper feel but a gentle touch, a quick and painless death as they pass. Crucially, this means that most forms of kamikaze or post-death curses do not find purchase on Gentle Nimbus, or are at the very least mitigated.

Dance of the Demiurge: A divine dance older than humanity, once practiced by a Demiurge lost to time. Having come to Gentle Nimbus in an epiphany during her transient death, each step of the dance radiates an ancient power of a long dead god, effectively striking fear into even the most powerful of enemies.

Thundering Inevitability: Gentle Nimbus' ranged option, and often her killing blow. Firing what seems to be a bolt of lightning from her hand, it is in actuality a rip in space, seven dimensions superimposed into one another. This quite literally makes lesser as the target finds part of themselves strewn across dimensions while leaving them vulnerable to the subversions of outside magic.

Limbo's Mark: Brushing her magic with the target, Gentle Nimbus exists next to the mark and yet not, capable of invoking limbo to always have been next to the target the entire time. This also allows her additional options to avoid devastating attacks, although only to a single anchor at any one moment.

Sanctioned Repentance: Upon a target's death by dimensional displacement (which may or may not be caused by Thundering Inevitability), Gentle Nimbus fills in the gaps in the target's self with the essence of limbo, keeping them alive for a little longer. Tangentially, a Penitent's eyes glow an eery blue when under Gentle Nimbus' thrall. While these Penitants will be emotionally stunted, they still retain their skills and abilities, which outside of combat primarily manifest in two exploits.
A Shade's Memory: Even after death, Penitants remember what they did in life. While likely unable to verbally reveal much, they may still be commanded to put it to paper.
A Shade's Proficiency: Even after death, Penitants remember their skills in life. Be it being a skilled pilot or cook, a Penitent is able to carry out these duties as well as they did in life. The transient nature of Sanctioned Repentance means that they are under a strict time limit, however.​

Elysian Gardens: A pale and blooming landscape of flowers and grass that follows Gentle Nimbus everywhere she goes, a small perimeter around her infused with the magic of death. This landscape adapts to Gentle Nimbus' environment, be it urban or desert. While alterations to Gentle Nimbus' surroundings are both minor and temporary, they are nevertheless capable of throwing a spanner into traps and other environment-based attacks.

Edits
25/12: Fixed stat controllers, added the Elysian Gardens ability.
26/12: Tweaked Spell and Weapon affinities after clearing up a misunderstanding, rearranged Affinities.
30/12: Added Soft Mechanics.
 
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Might as well post my submission and get into a discussion about it for the next five pages

(Unified Light / Independent) Magical Girl Sacred Armory

Stats
Katarin Capus-Le-Sage
A.K.A. Katarin the Whirlwind

Health: 1500
Base Damage: 1155
Base Resilience: 600
Magic Modifier: 175

Affinities: Forge | Ordainment | Legend
Weapons
Kruppelo
Level 7

Attacks per Turn: N/A (1)
Affinities: Forge
Abilities: Damage Block | Adamantine | Judgement
Armory
X / 9
Spells
Heaven's Forgery
Level 8

- Creates a new transformation weapon. Determine Base Damage by rolling this spell's Magic Modifier; the level of this spell determines the total number of created weapons that can be active at any given time. Weapons created this way cannot be leveled normally.

Base Damage: Variable
Magic Modifier: 1600
Affinities: Ordainment
Abilities: Instant Manufacture | Omni-Caster 8

Maximum Weapons Active: 2 (+1 per 5 Levels)

Bolts of Goibniu
Level N/A

- Sacrifice a weapon created by Heaven's Forgery to make a ranged spell attack.

Base Damage: Weapon's Base Damage
Magic Modifier: Unyielding Hero's Magic Modifier
Affinities: Legend
Abilities: Variable
Abilities
Perseverance
Level 3
- Determines Base Health. For the fight must continue.

Steel in Droves
Level 4
- Determines Base Resilience. The sheen is blinding.

Warrior Currency
Level 9
HP Pool: X / 1800
- Roll outgoing Base Damage; Copy and paste the rolled value in this ability's Hitpoint pool (Warrior Currency). Level determines pool cap. Trade these points in for several effects (Blessings):
  • A Prayer's Grace
    + Level up a newly created Heaven's Forgery by spending Warrior Currency equal to the weapon's starting Base Damage. Weapons can only be leveled up to the level of this ability.

  • A Stone's Pain
    + Spend Warrior Currency to improve the starting Base Damage of a newly created Heaven's Forgery weapon by the same amount of spent currency.

  • A Hare's Leg
    + Spend 400 Warrior Currency to increase the starting ApT of a newly created Heaven's Forgery weapon by one. Recursive.

  • A Warrior's Lessons
    + Spend 800 Warrior Currency to add one basic ability to a newly created Heaven's Forgery weapon. The type of abilities added are still dependent on reason and the weapon's level. Recursive.

  • A God's Blessing
    + Spend 1200 Warrior Currency to write up one weapon-specific Personal ability for a newly created Heaven's Forgery weapon. Recursive.
More Blessings can be bought in the shop.

Tir nAill's Armory
Level 8
- Gain the ability to store a newly created weapon inside an extradimensional hammerspace. This hammerspace can carry up to 8 weapons; swap an active weapon with a stored weapon at the cost of an action. [A turn's worth of actions are equal to the ApT avaliable at the beginning of the turn unless changed externally]

Quiver of Divinity (Active)
- Any number of weapons within Tir nAill's Armory can be fired by Bolts of Goibniu at the cost of an action.


As transformation weapons, Heaven's Forgery weapons start off as simple weapons with abilities matching their forms or desired purpose. For example, a spear has the Armor-Pierce ability, and a sword has the Intercept ability. Unlike other transformation weapons, however, these weapons cannot gain new abilities from leveling.

The following list is a list of common and non-common weapons; Common weapons are weapons that Sacred Armory regularly uses and recreates, while non-common weapons are templates of weapons that are usually Bolts of Goibniu fodder.

Do note that these are the Level 1 versions of these weapons; Different builds can be matched to different situations to optimize against different opponents.

Common Weapons

Fúachtnaigid
Level 1

Attacks per Turn: 1 (+1 per 3 Levels)
Base Damage: (Number)
Affinities: Legend
Abilities: Intercept

Cosnamach
Level 1

Attacks per Turn: N/A
Base Damage: (Number)
Affinities: Forge
Abilities: Damage Cut

Dercthaid
Level 1

Attacks per Turn: 1 (+1 per 4 Levels)
Base Damage: (Number)
Affinities: Forge
Abilities: Protean (Lv.1)

Protean Shop:

Batter
Juggernaut
Critical Strike

Gnawjolukato
Level 1

Attacks per Turn: 1 (+1 per 5 Levels)
Base Damage: N/A (100)
Affinities: Forge
Abilities: Analyze

Once Seen Revealed (Gnawjolukato)
- Spend an action to reveal one sheet element of an entity.

Auto-Defensor [Future Capability]
Level 1

Attacks per Turn: 1 (+1 per 4 Levels)
Base Damage: (Number)
Base Health: 50
Base Resilience: 25
Affinities: Forge
Abilities: Autonomous Combat | Flight: 1

Cautionary Swarm (Auto-Defensor)
- There are 1 Auto Defensors entities per Auto Defensor weapon.

Guard Dogs (Auto-Defensor)
- Auto-Defensors will always be in a position to Auto-Counter any attacks bound for Magical Girl Sacred Armory or one of her allies.

Non-Common Weapons

Spear
Level 1

Attacks per Turn: 1 (+1 per 4 Levels)
Base Damage: (Number)
Affinities: Forge
Abilities: Armor-Pierce

Javelin
Level 1

Attacks per Turn: 1 (+1 per 4 Levels)
Base Damage: (Number)
Affinities: Forge
Abilities: Armor-Pierce

Rapid Construction (Javalin)
When this weapon is used by Bolts of Goibniu, gain Target-by-Level.
W.I.P.
 
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Already taking notes on things that will likely change, but I'll start with this draft and attempt to change everything that needs to be at more or less one time.

(Indepedent) Magical Girl Serpentance


Haneul Noe

"Bow, or be broken."
Stats

Health: 2,500
Base Damage: 1,250
Base Resilience: 1,000
Magic Modifier: 500
Affinity: Indomitability | Serpent | Legend
Weapon

Serpent's Gauntlets
"My fists are for pummeling…"
Level 10
Attacks Per Turn: 3
Affinities: Indomitability
Ability: Grapple | Slash Hell | Unstoppable

Serpent's Tail
"… and my tail is for crippling!"
Level 10
Attacks Per Turn: 3
Affinities: Serpent
Ability: Grapple | Catastrophic Damage | Indestructible
Spells

Whip of Grounding
"Come down and face your fate!"
Level 10
Base Damage: 1,000
Magic Modifier: 1,000
Affinity: Indomitability
Ability: Smackdown | Unearring


Whip of Binding
"Stay still while I beat you to death."
Level 10
Base Damage: 1,000
Magic Modifier: 1,000
Affinity: Indomitability
Ability: Grapple | Auto-Grapple | Paralysis | Execute
Abilities

Pound for Pound:
"Your eye for my eye."
-Apply Consume to all attacks.

Bare Knuckle Brawl:
"Just fists, feet and flesh."
-Serpentance can spend a turn taking off her Serpent's Gauntlets or putting them on, but can not use them to attack during that turn. If Serpentance's Serpent's Gauntlets are not active, she can force a Bare Knuckle Brawl with any hostile of her choice, a type of grapple in which both parties must engage in mandatory unarmed combat, that cancels magic and intangibility, any non-personal ability for the duration of the grapple.

Flight (Boosted):
"Sometimes you have to go high to bring someone low."
Level 10
-Serpentance is able to fly at 90 mph. Serpentance is capable of creating magical platforms mid-air that they are capable of pushing off of, or using to arrest their movement when necessary.

Cleave:
"Arms or Arms, I break both."
-If an incoming attack is caught, Serpentance will intercept the attack with one of her own. If her damage is higher, she'll negate the attack, break the opponent's weapon, and deal the difference in unblockable damage. If her damage is exceeded, incoming damage will be reduced by hers.

Dual Wield:
"Let my tail break your ribs while my fists shatter your face."
-Serpentance can utilize both of her weapons simultaneously.


Edits:

28/12: Removed bold from abilities/skills/weapons
 
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As promised, my second submission.

(Independent) Magical Girl Erin Hornet


Stats
Name: Shun Amnio
A.K.A. the Hornet of Kyushu

Health: 3500
Base Damage: 1000
Base Resilience: 750
Magic Modifier: 600

Affinities: Battle | Instinct | Legend
Weapons
'Sword of the Hornet'
Level 8

Attacks per Turn: Varies (2, +1 per 5 levels)
Affinities: Battle
Abilities: Crush | Riposte | Indestructible

'Sword of the Defender'
Level 9

Attacks per Turn: Varies (1, +1 per 3 levels)
Base Damage: 810
Affinities: Instinct
Abilities: Mana Pierce | Ghost Touch | Indestructible
Spells
'In One Flash'
Level 10

- A dash so fast it might as well be teleportation. Path cannot be obstructed.

Base Damage: N/A
Magic Modifier: N/A
Affinities: Instinct
Abilities: Teleport | Omni-Caster: 10
Abilities
'Hornet's Mind'
Level 7
- Determines Base Health. A well-trained mind is the first warrior in a battle of wills against the enemy.

'Hornet's Self'
Level 5
- Determines Base Resilience. The body is important, for it allows the wielder of the sword to act.

'Hornet's Dance'
- Behaves as Duel Wield. Erin Hornet's combined ApT is set to the closest opponent's final ApT or her default ApT, whichever one is higher.

'Hornet's Fluidity'
- When you defeat an opponent's defensive string, reduce their ApT by one. Reset their ApT to full to gain a 25% damage boost against that target per action regained.

'Hornet's Mastery'
- Spend an action to give your next attack Punch-Through, Overwhelm, or Cleave. Spend an additional action to give that attack Primordia.

'Hornet's Instinct'
- Erin Hornet ignores the effects of High Speed Gap. If she would take damage, gain the option to cast In One Flash as a reaction before damage is calculated.

'Hornet's Supremacy'
- Spend an action to slide an enemy skill negation attempt into an intercept.

'Hornet's Wings'
- Erin Hornet may spend additional actions to increase the priority of an action.
 
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Might as well put up my second submission. Presenting: The Girl who would have War as an affinity, if the said Concept wasn't somewhere in between a vegetative coma and dead.

(Unified Darkness) Magical Girl Scorched Banner

Holly Krieg

"You find no glorious battle here; I am Magical Girl Scorched Banner!"
Stats

Health: 4000
Base Damage: 1000
Base Resilience: 750
Magic Modifier: N/A
Affinities: Rule | Battle | Myth

Weapon

Edict
Hand-and-a-half sword.
Level 10
Attacks Per Turn: 5 (+1 per 3)
Affinities: Rule
Ability: Judgment | Execute
( This eventually picks up Execute(Level 10) and Supremacy(20) )

Spells

Baleful Radiance
Level 10
Base Damage: 100% of Current Health
Magic Modifier: 1000
Affinities: Myth
Abilities: Damage By Health | Blind | Rend
( Gains Rend (Level 5)/Murder(15)/Slaughter(25) through leveling )

Command
Level 10
Base Boost: (variable)
Magic Modifier: N/A
Affinities: Battle
Abilities: Boost-Self | Boost-Weapon | Damage Block

Abilities

Kaiser's Stature
Level 10
-Controls Health

Kaiser's Raiment
Level 10
-Controls Resilience

Lead From The Front
-Casting Command applies one of the following effects to up to one target per level for a turn. While Scorched Banner is at or below half of her maximum health, these effects do not wear off.
  • Now, and at the start of each turn, regain health equal to Scorched Banner's current health divided by the number of affected individuals.
  • All actions taken cost an additional action.
  • All actions taken cost 1 less action.
  • You cannot gain or increase your health above that of Scorched Banner's current health.
  • Physical Damage dealt to you is treated as Magical, and vice versa.
  • 100% damage boost when attacking.
  • Your attacks carry Critical Strike, or upgrade it if they already have it.

Storied Might
-Physical damage dealt is increased by 60% and physical damage taken is reduced by 60%.

Resistance Is Futile
-Scorched Banner may safely Overheal in battle, and treats her total post Overhealing as her new Maximum Health until end of battle. Pool damage to Scorched Banner prevented by Might abilities since the start of battle. The base boost of Command is equal to this pool at time of cast.

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.


Post History:
12/28/2022:
- Post went up without Soft Mechanics or Backstory.
 
(Independent) Magical Girl Sunward Summit

Li Yiqian

Keeper of silence, tender of mountains. I am Magical Girl Sunward Summit!
Stats

Health: 750
Base Damage: 300
Base Resilience: 400
Magic Modifier: 200
Affinity: Rule | Mountain | Story Maker
Weapon

White Serpent
One day it shall devour mountains.
Level 10
Actions Per Turn: 3
Affinity: Rule | Mountain
Ability: Chill | Levitate
Spells

Authority of the Winter Court
Level 10
- If used in Sanctuary, gains the Double Cast tag.
Base Damage: 400
Magic Modifier: 100
Affinity: Rule | Mountain
Ability: Freeze | Kingdom

Sanctuary
Blizzards and avalanches and storms, the solitude of the mountain made manifest. You are not welcome here.
- Every turn, enemies caught in Sanctuary are afflicted with Freeze and take Spell Base Damage. Due to the apocalyptic environment, their movement and sight are also significantly hindered. Designated allies are unaffected.
Level 10
Base Damage: 750
Magic Modifier: 750
Affinity: Rule | Mountain
Ability: Freeze | World Sphere | One-shot
Abilities

Flowing River
Level 5
- Governs Health.

Unmoving Mountain
Level 10
- Governs Base Resilience

Climb Mount Everest
-and seize your destiny.
Level 47
- Cannot be levelled conventionally, level is the sum of all other levels on the sheet. Sunward Summit may ignore Level (47)% of defenses of those with greater conceptual weight than her.

Chilling Mantle
The cold never bothered her anyway.
- Sunward Summit is unaffected by Cold-related afflictions.

Witch of the Mountain
Level 2
The mountain is her dominion, the blizzard her cloak.
- Sunward Summit has total awareness and freedom of teleportation within Sanctuary. Additionally, her attacks and Spells gain the Drain, Supremacy and Omnipresent tag when within her World Sphere.


29/12: Levelled to Level 10
Winter Serpent (Lvl 1) --> Winter Serpent (Lvl 10, ApT increases every 4 levels)
Authority of the Winter Court (Lvl 1) --> Authority of the Winter Court (Lvl 10, gains Double Cast tag if used in Sanctuary)
Sanctuary (Lvl 1) --> Sanctuary (Lvl 10)
Flowing River (Lvl 1) --> Flowing River (Lvl 5)
Unmoving Mountain (Lvl 1) --> Unmoving Mountain (Lvl 10)
Climb Mount Everest (Lvl 1) --> Climb Mount Everest (Lvl 47, based on total of all other levels)
Witch of the Mountain (Lvl 1) --> Witch of the Mountain (Lvl 2, Drain added)
 
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