Magical Girl Quest - The Fire That Burns

Objectively, we aren't actually required to purchase more, for the simple reason of: We have Magic Surge and Spell Boost on our weapon.
As such, we have already reached the limits of rapid powerleveling in terms of big numbers, and none of the shop items seem to change that.


I'll be frank - of all the options we have for Cerys to purchase (Weapon - Infinity Edge; Spells - Plasma Sphere, Thermal Spear, Juggernaut Wave, Halt; Flight, Plate Armor, Armored Soul, Thermal Control, Knight's Aria) - none of the levelable options look to be a game changer for her individually.

Where Big Numbers (TM) were part of Sun and Moon's superpower, and scaled exponentially with leveling, Cerys' own leveling grants relatively lackluster boost to her stats, and even putting in 5 more levels in Juggernaut Wave is less potent than merely pushing Magic Surge into it. For general combat, her numerical values can be expected to stay as they are.

Furthermore, her weapon has Crush and Juggernaut (very important!). This means that tricky opponents with special defenses can usually meet their end on the business end of her blade.

Moving on. If numbers aren't going to be a gamechanger, then what about her shop items?
1) Add Juggernaut to Juggernaut Wave - troublesome opponents will probably die to her blade. Not very useful.
2) Juggernaut Wave: Continental Collision - probably a form of Apocalypse less likely is Target: Army or Planet Cracker... Extremely potent, but the cost is (600+850+2500) ~4000 EXP with action prerequisites, preventing it from being a spontaneous purchase gamechanger.
3) Ignition Aura: Incineration - doubles damage of Ignition Aura (from 29k to 58k). Ummm. It's already ridiculously potent. What more do you need?
4) Reinforcement: Iron - doubles effectiveness of Reinforcement (from then-100% to then-200%), 6x training actions minimum. Again, not a spontaneous purchase gamechanger.

EDIT: @Naron confirmed - Continental Collision (2) is a lesser version of Planet Cracker ability. A god-slaying trait for our Juggernaut Wave.
 
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Where Big Numbers (TM) were part of Sun and Moon's superpower, and scaled exponentially with leveling, Cerys' own leveling grants relatively lackluster boost to her stats, and even putting in 5 more levels in Juggernaut Wave is less potent than merely pushing Magic Surge into it. For general combat, her numerical values can be expected to stay as they are.
One point to consider is that leveling her weapon also increases her Attacks Per Turn, which greatly enhances the potency of Magic Surge.
2) Juggernaut Wave: Continental Collision - probably a form of Apocalypse less likely is Target: Army or Planet Cracker... Extremely potent, but the cost is (600+850+2500) ~4000 EXP with action prerequisites, preventing it from being a spontaneous purchase gamechanger.
Just to consider, an attack that is capable of harming Divine Beings that is backed by "If I do at least 1 Total End Damage, then I do at least 100% of your Max HP as Total End Damage" is rather hilarious in its implications.
 
2) Juggernaut Wave: Continental Collision - probably a form of Apocalypse less likely is Target: Army or Planet Cracker... Extremely potent, but the cost is (600+850+2500) ~4000 EXP with action prerequisites, preventing it from being a spontaneous purchase gamechanger.
It is, in fact, a lesser version of Planet Cracker; gives a damage boost and allows the attack to bypass the first level of Morality Barriers. If you want to kill a god, this is what you want to get.

Just to consider, an attack that is capable of harming Divine Beings that is backed by "If I do at least 1 Total End Damage, then I do at least 100% of your Max HP as Total End Damage" is rather hilarious in its implications.
50%, not 100%. If it is not a one-shot on its own, Reality Crash will not make it one. It will, however, make sure that Cerys can two-shot any opponent she can damage.


Edit: That aside, Faraway-R's analysis is not wrong. Levels for Cerys are ultimately not as useful as they were for the twins, and all the cheap Shop-Items are long gone. She can get by on what she has if the players want to save up.
 
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One point to consider is that leveling her weapon also increases her Attacks Per Turn, which greatly enhances the potency of Magic Surge.
Yes. But each attack requires quite a bit of investment. 1100 EXP, 1350 EXP...
It is, in fact, a lesser version of Planet Cracker; gives a damage boost and allows the attack to bypass the first level of Morality Barriers. If you want to kill a god, this is what you want to get.


50%, not 100%. If it is not a one-shot on its own, Reality Crash will not make it one. It will, however, make sure that Cerys can two-shot any opponent she can damage.


Edit: That aside, Faraway-R's analysis is not wrong. Levels for Cerys are ultimately not as useful as they were for the twins, and all the cheap Shop-Items are long gone. She can get by on what she has if the players want to save up.

Duly noted. Still, 4000-ish EXP to get.

Also. How does Reality Crash stack up against No Longer Human, Large Size and similar percentage based defenses?
 
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Also. How does Reality Crash stack up against No Longer Human and similar percentage based defenses?
Reality Crash is recursive, No Longer Human is not. Which means the damage gets increased, then reduced, then the recursive Ability activates again until we are back at 50+%

The only one I can think of that it is actually able to mitigate Reality Crash would be To Stand Amongst Gods because it is also recursive.
 
Also. How does Reality Crash stack up against No Longer Human, Large Size and similar percentage based defenses?
It's recursive, so it is possible for Reality Crash to increase the damage, then one of those decrease it, and then Reality Crash trigger again.

If the other Ability is also recursive, then higher Growth Affinity wins. If the other Ability is a Super Ability it would also win. If neither is a super and both girls have the same Growth Affinity, then the abilities negate each other.

If for some really strange reason an ability affected Final End Damage, then Reality Crash wouldn't affect it.
 
What does it take for Cerys to also gain that one ability that doubles End Damage if it is above 50% of enemy HP (Nepgear got it by trouncing her girlfriend), and will it play nice with Reality Crash to make Cerys into ONEPUNCH?
 
What does it take for Cerys to also gain that one ability that doubles End Damage if it is above 50% of enemy HP (Nepgear got it by trouncing her girlfriend), and will it play nice with Reality Crash to make Cerys into ONEPUNCH?
The Insurmountable Gap, which doubles Final End Damage (and thus activates after Reality Crash)?

From what I can tell, the unlock condition is either "surprise the QM by turning what should have been a difficult fight against an equal into a curbstomp battle in your favor" or "in a rematch against a rival, curbstomp them even harder than you did in your first match".
 
What does it take for Cerys to also gain that one ability that doubles End Damage if it is above 50% of enemy HP (Nepgear got it by trouncing her girlfriend), and will it play nice with Reality Crash to make Cerys into ONEPUNCH?
What LightLan said.
divine intervention. aka not while this quest is still run.
I talked to Rukia about it; due to the fact Reality Crash exists, Cerys will never get The Insurmountable Gap.

The Insurmountable Gap, which doubles Final End Damage (and thus activates after Reality Crash)?

From what I can tell, the unlock condition is either "surprise the QM by turning what should have been a difficult fight against an equal into a curbstomp battle in your favor" or "in a rematch against a rival, curbstomp them even harder than you did in your first match".
It is the last Ability to activate on Total End Damage, it does not change anything about Final End Damage.

That aside, its unlock condition is one-shotting a lot of your opponents.
 
Between Beginning and End
-Ignition Knight may synchronise with Eternal Knight at will.
should spend an idle 5 minutes to try for sync spells sometime.

Sword Skill
Somewhat Skilled. +15% modifier in combat.
-You know how to use your sword properly.

Sword Skill
Skilled.
-You can do fancy if you need to.
also any reason why Daiyu gets +15% for being somewhat Skilled, but Cerys gets nothing for being skilled?
 
Objectively, we aren't actually required to purchase more, for the simple reason of: We have Magic Surge and Spell Boost on our weapon.
As such, we have already reached the limits of rapid powerleveling in terms of big numbers, and none of the shop items seem to change that.


I'll be frank - of all the options we have for Cerys to purchase (Weapon - Infinity Edge; Spells - Plasma Sphere, Thermal Spear, Juggernaut Wave, Halt; Flight, Plate Armor, Armored Soul, Thermal Control, Knight's Aria) - none of the levelable options look to be a game changer for her individually.

Where Big Numbers (TM) were part of Sun and Moon's superpower, and scaled exponentially with leveling, Cerys' own leveling grants relatively lackluster boost to her stats, and even putting in 5 more levels in Juggernaut Wave is less potent than merely pushing Magic Surge into it. For general combat, her numerical values can be expected to stay as they are.

Furthermore, her weapon has Crush and Juggernaut (very important!). This means that tricky opponents with special defenses can usually meet their end on the business end of her blade.

Moving on. If numbers aren't going to be a gamechanger, then what about her shop items?
1) Add Juggernaut to Juggernaut Wave - troublesome opponents will probably die to her blade. Not very useful.
2) Juggernaut Wave: Continental Collision - probably a form of Apocalypse less likely is Target: Army or Planet Cracker... Extremely potent, but the cost is (600+850+2500) ~4000 EXP with action prerequisites, preventing it from being a spontaneous purchase gamechanger.
3) Ignition Aura: Incineration - doubles damage of Ignition Aura (from 29k to 58k). Ummm. It's already ridiculously potent. What more do you need?
4) Reinforcement: Iron - doubles effectiveness of Reinforcement (from then-100% to then-200%), 6x training actions minimum. Again, not a spontaneous purchase gamechanger.
...Soooouuunndds to me like now might not be a bad time to try getting new spells? I mean if not allowed for game-balance reasons then coolio, but I wanna play with getting new spells if it's still a possibility.
 
also any reason why Daiyu gets +15% for being somewhat Skilled, but Cerys gets nothing for being skilled?
Early Installment Weirdness that did not get fixed until it was too late.

...Soooouuunndds to me like now might not be a bad time to try getting new spells? I mean if not allowed for game-balance reasons then coolio, but I wanna play with getting new spells if it's still a possibility.
You can try, but it takes weeks to months to make something new. With how rarely Rukia offers chances to work on this, I can not recommend trying.
 
should spend an idle 5 minutes to try for sync spells sometime.
There's very few combinations for us to try, so yeah it wouldn't take too long. Question is finding an IC reason to do so. Not like we actually know that sync spells exist. Gaia could tell us, but she doesn't really have a reason to.

Either way, the things that can make it possible for a sync spell to trigger are
1) An ability dedicated to them.
2) An Affinity being shared between the spells.
3) The spells sharing a theme.
The more of the above conditions apply simultaneously, the greater the chances that a sync exists. If all 3 apply then it's nearly certain.

That said, the options I can think of that has a reasonable chance of working is Halt + Paradox.

Both spells share the End affinity, but their effects are totally unrelated and one targets a person while the other targets an area. Only thing that really makes sense for a sync result is something like Auto Kill (end the target). Obliterate also fits, but would be silly to get that so easily.

Only other thing I can really think of is somehow (targeting makes this funky to pull off) pairing Thermal Spear with Infinite Advance via our sync ability with a slight chance boost from using Spell Boost to channel through our weapon that shares an Affinity with Una's spell, to result in an attack with something like Target by Modifier or Hit by Modifier. That's pretty unlikely though.
 
I am all for saving up for Reality Crash. Really what matters for us in terms of getting stronger is less about raw numbers and more about abilities and flexibility.

As an example, let's take Thermal Spears. Most of the damage for this spell comes from spell-boost on Infinite Edge, so leveling it up hardly increases its total damage. However, if double cast evolves into triple, quadra, or eventually Omni cast the damage increases immensely. Also if we train Thermal spears to count as separate attack's (don't recall if we have done this) then we could have Reality Crash occur twice in a single cast and kill the target.

This is the same for basically all of our abilities.

Infinite Edge: Juggernaut-> Unstoppable or Crush -> Smash
Halt: One-turn effect -> Two-turn effect
Plasma Sphere: Detonate -> Collateral Damage -> Apocalypse
Juggernaut Wave: Get Continental Collision, Get Juggernaut which might turn into Unstoppable later, Collateral Damage -> Apocalypse

Of course some of these abilities are more useful than others. I also don't really know what levels each ability will appear at or even if they will appear at all since that is up to Rukia. So leveling up any of these is really a shot in the dark since we don't actually know what they will do or when.

Really, I would prefer to save for Reality Crash which basically says "I will kill you in two hits. The end." After that, get Continental Collision to fight gods. I don't want to fight any sort of god without Reality Crash. There is more to fighting gods than simply dealing damage to them, we need to actually kill them before they can look at us and go "Die pitiful insect!" and proceed to smush us. In the hypothetical situation of having both RC and CC, I would think that getting unstoppable onto IE and Juggernaut onto Juggernaut Wave would be the next most useful to improve the chances that we do at least 1 damage and proc RC.

Some of this has already been said, but I just wanted to get my thoughts out about our spending plans.
 
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Either way, the things that can make it possible for a sync spell to trigger are
1) An ability dedicated to them.
2) An Affinity being shared between the spells.
3) The spells sharing a theme.
The more of the above conditions apply simultaneously, the greater the chances that a sync exists. If all 3 apply then it's nearly certain.

Incorrect.

1) is a requirement; unless at least one side has an Ability that permits synchronisation, it will never work.

2) and 3) are the secondary requirements; if at least one of them is given, a sync will happen. Otherwise, it will not.


Also if we train Thermal spears to count as separate attack's (don't recall if we have done this) then we could have Reality Crash occur twice in a single cast and kill the target.
You can not do that. However, Cerys can prepare a casting and keep it active. Nothing stops her from sending the spears of a previous turn as a first wave, then throwing this turn's spears as the second wave.
 
I am all for saving up for Reality Crash. Really what matters for us in terms of getting stronger is less about raw numbers and more about abilities and flexibility.

As an example, let's take Thermal Spears. Most of the damage for this spell comes from spell-boost on Infinite Edge, so leveling it up hardly increases its total damage. However, if double cast evolves into triple, quadra, or eventually Omni cast the damage increases immensely. Also if we train Thermal spears to count as separate attack's (don't recall if we have done this) then we could have Reality Crash occur twice in a single cast and kill the target.

This is the same for basically all of our abilities.

Infinite Edge: Juggernaut-> Unstoppable or Crush -> Smash
Halt: One-turn effect -> Two-turn effect
Plasma Sphere: Detonate -> Collateral Damage -> Apocalypse
Juggernaut Wave: Get Continental Collision, Get Juggernaut which might turn into Unstoppable later, Collateral Damage -> Apocalypse

Of course some of these abilities are more useful than others. I also don't really know what levels each ability will appear at or even if they will appear at all since that is up to Rukia. So leveling up any of these is really a shot in the dark since we don't actually know what they will do or when.

Really, I would prefer to save for Reality Crash which basically says "I will kill you in two hits. The end." After that, get Continental Collision to fight gods. I don't want to fight any sort of god without Reality Crash. There is more to fighting gods than simply dealing damage to them, we need to actually kill them before they can look at us and go "Die pitiful insect!" and proceed to smush us. In the hypothetical situation of having both RC and CC, I would think that getting unstoppable onto IE and Juggernaut onto Juggernaut Wave would be the next most useful to improve the chances that we do at least 1 damage and proc RC.

Some of this has already been said, but I just wanted to get my thoughts out about our spending plans.
...I am honestly considering that we spend EXP for Cerys to purchase Juggernaut Wave in 5-level chunks, twice. IIRC it's less taxing to take Control of them afterwards if we do not rush into it more than that.

This will allow us, at the cost of 600 (10---15) and 850 (15---20) EXP respectively to raise JWave to LVL 20, and get rid of the training requirement, to get the preparation for Continental Collision out of the way. Since IIRC each time we need to spend 2 units of training to take Control of JWave, or full 6 units of time if we rush 10---20 instead, this will allow us to prepare for Divine-tier combat in an organic manner.

To make this even more efficient, I propose we save EXP until next time we get some free time to train, then both purchase JWave and dedicate training to take control of it.

This should not take more than 15% of cost of Reality Crash.
This should not make Cerys lose control of Juggernaut Wave before she can dedicate time to take back control of it.
This should open up an option to purchase anti-Divine boost if and when we need it.

Thoughts?
 
...why do they even make those rules (and confirm them if asked) if they just throw them away the first chance they get?
Yeah. Turns out that matching both Theme and Affinity gives pretty good odds of a sync being possible even without an ability. Nailing the right timing is obviously difficult though.

And having all three conditions makes it nearly certain that a sync is possible.
 
Yeah. Turns out that matching both Theme and Affinity gives pretty good odds of a sync being possible even without an ability. Nailing the right timing is obviously difficult though.

And having all three conditions makes it nearly certain that a sync is possible.
Sigh. I will simply reject this contradictory information and substitute the first WoG on the matter.
 
The Akashic Records
The Akashic Records, by Rukia
Version 1.3

If you see something wrong, please tell me so I can fix it.

White = Canon Mechanics
Red = Firequest Mechanics

Character Mechanics

Health
This is how much Damage you can take before being removed from combat, either by death or knockout.

Base Damage
This is how much damage your attacks will do before they are affected by any modifiers.

Base Resilience
This is how much incoming damage is reduced by before it is affected by any modifiers.

Magic Modifier
On most attacks, this functions as the 'Dice' modifier, which rolls a dice equal to the Magic Modifier and then adds that to the Combat String. It is also used in various abilities as a stand in for how much magic you have, but, not always.

Affinity
Magical Girls usually have two of these, plus a Growth Affinity.

Affinities are the 'Thing' that a Magical Girl is aligned to, you can think of them as describing the essence of her being with words. A girl that has 'Justice | Order' might be described as a someone who wants to bring justice to all fairly and like keeping things in her life nice and orderly, perhaps she even might have OCD. A girl with 'Justice | Vengeance' could be described as someone who wants to bring Justice, no matter the cost or disregarding any rules or laws in her way.

Growth Affinity
This basically details how quickly a Magical Girl will grow in power. There are seven levels, Story Maker, Myth Maker, Legend Maker, Story, Myth, Legend and Epic. Makers are the weakest statewise, however they usually have very powerful Abilities to compensate for this. Non-Makers usually have much higher stat growth and less powerful abilities.

Growth Affinities also interact with Abilities and Super Abilities, in the case where two abilities that conflict in their function interact, such as one that nullifies damage and one that guarantees damage, the Magical Girl with the higher Growth Affinity will win, if they have the same Affinity, both Abilities will be negated. Super Abilities also negate Abilities unless there is a special interaction.

There is also Divinity, their stats scale multiplicative rather than additively.

Weapon
This is the weapon your Basic Attack will use, it's level directly correlates with your Base Damage and Magic Modifier.

Spells
Spells are your alternatives to your Basic Attack, they may or may not do more damage, but they usually have some sort of esoteric effect, such as stunning the enemy or setting them on fire. A nice side effect is that they are usually ranged, giving melee characters some form of ranged ability.

Abilities
Abilities are the bread and butter of a character sheet, they are basically all Modifiers that change how combat is handled. Example, 'Ability: Juggernaut | Crush.' Juggernaut means that the weapon or spell that it is attached to will ignore 75% of the opponents Resilience, Crush means that the attacker's Total Damage will be multiplied by 3 if they are two handing a two handed weapon.

Abilities are not limited to existing on Weapons or Spells, all Character sheets will have abilities describing how the characters Health and Resilience will grow, they will also have others that effect the character is many ways.

Lost has a collection of every Non-Character sheet Ability that has been created, it is found here.

Flight
Level 20
-Cerys can fly at 190mph.

Knights Aria
Level 10
-During combat, increase Ebony Knight's Health and Base Resilience by 10% per level.
-During combat, increase Eternal Knight's Base Damage by 2.5% per level.

Magic Surge
-Sacrifice any number of actions per turn to add that many times your full magic modifier to your current defence or attack.

These are all abilities, they usually open up new avenues to use old powers, power up the character or modify their stats in some way.

Combat Mechanics

Turns
Each turn is 10 seconds, Attacks Per Turn (APT) are how many times a character may act in those ten seconds.

APT
Attacks Per Turn are the number of times a character may act in the ten second space that is one turn. Unless specified otherwise, all actions only cost one to perform.
APT usually increases at a rate of 1 per 5 levels of the weapon, though this may be changed by QM's.

If APT are not equal, add 'Speed Gap' to the faster actor's combat string. 'Speed Gap' equals 10% of Base Damage per APT or 20% of Base Resilience per APT.

Combat String
You will see this referenced a lot, but in short: A Combat String is the maths where two characters interact in combat, the various modifiers and numbers are written here. Example.

Offensive Combat String: +100 Base Damage, +5 Dice, -10 Modifier 2 = 95 Total Damage
Defensive Combat String: 50 Base Resilience, -10 Modifier 3 = 40 Total Reduction

55 Total End Damage

Defender Health: 100 - 55 = 45

Modifiers are things like 'Magic Modifier', which often appears in strings as 'Dice'. In this instance, Modifier 2 is the character being tired, lowering their Total Damage by a certain % (10% here). Modifier 3 is the defender being in a poor position to defend, lowering their Base Resilience by x% (20% here.)

Modifiers like this are either codified on the Character Sheet, or they are situational, which fall under Soft Mechanics.

More detailed explanation by Lost can be found here.

Total, Total End and Final
Yes, the difference between these is very confusing, which is why they are listed here.

Total is placed after the first stage of a combat string, it usually denominates the total of an attack/defence without any 'character sheet' modifiers.
Total End is placed in the second stage of combat, it usually denominates the total of an attack/defence after 'character sheet' modifiers are applied and the total damage is ran against the total reduction.
If Total End Damage is higher than Total Reduction, it moves onto the Final stage. Final is almost always placed second to last, this is the very Final attack/defence after all modifiers have been applied, very few abilities/modifiers function after this string.

After these have all been completed, the attack is applied to the defenders health, if it ever reaches that far.

Soft Mechanics
Soft Mechanics is the QM's way of making the clunky game system interact with the world they are writing. It takes '20,000 damage' and sees that it would do a lot, so while it damages the target, it also damages the surroundings.

Soft Mechanics are too numerous to be listed, but generally whenever you see the Hard Mechanics interacting with the narrative, you can be assured that they are there. Recalling the earlier example, a character who has been fighting for a long time may grow tired, which means they will fight worse, this is Soft Mechanics that are displayed as Hard Mechanics, I.E, the -10% modifier.

Hard Mechanics
These are the numbers and modifiers listed interacting with each other. A character having 100 Base Attack hitting another who has 50 Base Resilience is Hard Mechanics, the side effects or outcome of that attack, such as the defender losing their arm or eye, are Soft Mechanics, which may effect the character as a modifier, tying them back into Hard Mechanics.

Basic Combat

Basic Attack
This is your basic attack, the Base Damage and Magic Modifier listed at the top of a Character Sheet is your Basic Attack. Your Character will use this by default in combat.

Spells
Spells are different but similar to Basic Attacks, except that they use the stats listed next to a spell rather than your weapons Basic Damage and Magic Modifier. Without any Abilities, you can only cast one spell per turn.

Flight
Flight is a single ability that all flying abilities fall under, including wings, jumping on magic platforms, flight with magic, exploding yourself forwards and so on, all of these are simply described as flight. Flight levels at [Level] * 10 - 10, so if you are level 10, you will have a maximum flight speed of 90mph. Most forms of flight take time to accelerate to their top speed, if they do not, or have some other form of modification, they will be listed as Flight (Boosted)

While a character is flying, they may only attack once per turn with Melee, however they may attack normally with ranged attacks.

High Speed Combat
This ability is directly related to Flight, you must have a High Speed Combat of equal or greater level to be able to track someone who can fly at speed. For instance, if a flyer can move at 110mph, then you will need High Speed Combat (Lvl 2) to be able to track them. If a flyer is faster than your High Speed Combat then they will start to receive bonus modifiers to their attack, and you negative modifiers to your defence. (Pending Lost to tell me exactly what those modifiers are)

High Speed Combat levels at 90mph per level, the opportunity and cost to level this up is left to the QM. If you start with Flight as a beginning ability, High Speed Combat automatically levels up with your Flight.

Attack Negation
Attack Negation - Wherein an Ability activates or is activated, negating the enemies action. Usually this is activated by having some variation of Skilled, the basic level allowing you to spend 4 APT to negate 1 enemy action.
Dodging is similar to Attack Negation, except you dodge the attack rather than negate it, which means it still exists in the environment. It scales similarly, starting at Skilful Dodge and moving upwards.

Distance
Melee - If you are a melee fighter and your opponent is right next to you, you may act normally. However, if they are a fair distance away (10M and up) then you must spend time getting into range. If it takes 5 of the 10 seconds per turn, then you have used half of your APT.

Ranged - A ranged fighter has the opposite problem, they want to stay as far away from a melee fighter as possible, and have to balance spending time (APT) moving away from their opponent with time spent attacking them.

Awareness
Surprise Attacks - Surprise Attacks are modifiers that are attached to the Defender's combat string when you get the jump on them, The more surprised they are, the greater the reduction in defence. Generally these start at -50% defence and the more surprising it is, the higher they go.

Lore

The factions of the Local Dimension Cluster - or LDC for short - are divided into three separate Super Factions.

Light Factions

The first Faction is known a the Unified Light, made from the Akashic Pillar, Fairy Home Realms, Elven Empire, and False Heaven.

Akashic Pillar: The United Earth Government, the collective governing body of the entire Human Race. Made up of a dozen different sub-factions spread across Earth. They are both Scientifically and Militarily the strongest of the Unified Light, though their Military strength is quickly dwindling.

Despite having only recently proven the existence of Magic, they spearhead the Unified Light in their eternal war against the Unified Darkness. Their military, known as the Counter Force, is considered to be the ultimate in unstoppable forces. While it is acknowledged that alone a single Counter Force soldier is barely above average in the war, Akasha is capable of fielding them in the millions. And their scientific technology, when backed by their growing understanding of Magic, makes their mechanized forces equal to nearly anything else in the LDC.

Fairy Home Realms: The Eldest of the Light, the Fairy people are practitioners of tremendous magical ability. Physically frail and unintimidating, Fairies eclipse any other species in sheer magical power alone. The smallest kingdom of the Unified Light, the Fairies are considered the Heart of the movement.

Elven Empire: While their position on the side of the Unified Light is sometimes in question, the Elven Empire is the second strongest of the Unified Light. While not nearly as technologically advanced as the Akashic Pillar or as Magically overwhelming as the Fairies, individual Elves are capable of learning new skills at an astounding rate. Before the Akashic Pillar joined the Unified Light, the Elven Empire was the leading power on it's side.

False Heaven: Originally known simply as Heaven, this group was brought into being by the sheer belief of a higher power that nearly all races believe in. A mix and match of different heavenly entities, their abilities and skills are widely varied, though they do follow a very tight command structure. Not as magically powerful as the Fairies, but more advanced than the Elves, False Heaven is the third strongest in the Unified Light.

Dark Factions

The second Faction is known as the Unified Darkness, made up of the Thirteenth Hell, Dark Star, and the Children of Nightmares.

Thirteenth Hell: Created by the universal belief and genetic memory of an ultimate hellscape, from which all primordial life originated and will return to should they sin, the Thirteenth Hell is the leading faction of the Unified Darkness. Made up of demons ranging from merely ugly to too horrifying to behold, they are the Akashic Pillar's opposite number on the Unified Darkness side, for they lead the fight against the Unified Light.

Dark Star: Beings of pure energy that have found their goals in alignment with those of the Unified Darkness, they operate as the Fairies' opposite number. Creatures of immense magical power, they are the only thing keeping the Unified Darkness from being wiped out by the Fairies awesome magical might. And now, the only thing keeping the Akashic Pillar from simply erasing them from existence.

Children of Nightmares: Considered the Ultimate Evil, the Children are creatures that come from the places between dimensions. Empowered by nothing more than fear alone, they operate by magical laws that are completely foreign to any known system, and thus very little is known about them save for an undefined ability to predict he future to some extent.

Unaligned Front

The third and possibly strongest of the Factions is referred to as the Unaligned Front. Made up of hundreds of smaller sub-factions that lean towards neither the Unified Light or Unified Darkness, their powers vary wildly between a new Magical Girl being capable of wiping them out to neigh unstoppable forces in their own right. It is not uncommon for group from either side to defect to the Unaligned Front.

Light Aligned

White Wolves: These guys are a bunch of nomadic werewolf types. They move around in packs of anywhere from ten to eighty and act as traders. Their home dimension kind of... poofed and no one's been able to access it since way before the Eternal War started. They have slightly less Magical ability than Humans, but are physically stronger than your average Class 1 demons. They tend to act as traders and diplomats between different groups.

Boatmen: The Boatmen are pranksters that have an inherent ability to transition between dimensions at will with very little apparent effort. They're rather pacifistic and prefer to avoid any kind of conflict save for mostly harmless jokes. Mostly harmless because they've yet to realize not every can survive Jupiter's gravity or equivalent environments.

Wise Ones: These beings are one of the spirits that necromancers are able to communicate with. They act as caretakers for natural sites with lots of concentrated Mana, like Leyline wellsprings, and such. Depending on the area they can be anything from benevolent critters, to things you wouldn't want to meet in a dark alley. Gaia actually has a large number of the latter. (Several Images were broken and such the links removed.)

Dark Aligned

Shadow Runners: Spirits that have a love of scavenging recent battlefield where many people or strong individuals have died. If they can get away with it, they steal bones to create more of themselves. Mostly harmless, unless angered, they can cast instant-death spells very easily.

Hunters: Beings that hate spirits and creatures that give life. They are remnants of a Divine Beings that was killed into oblivion by Void and retained the original being's hatred of existing. The only reason they're not on the Unified Darkness side is that they just want everything dead,which is counter productive to the Unified Darkness desire to rule everything through strength.

True Neutral

The White Kingdom: Mechanical beings that have a massive kingdom of creatures that takes up what amounts to the entire 'west' side of the LDC. They're a post-singularity society of Space Squids that made the conscious decision to abandon Magic and focus solely on Technological development. As it is, they don't care about anything else that's currently going on and mostly just spend their days worshiping Cosmos and acting like her white blood cells, hunting down growing threats to her health and putting them down before they can cause damage.

Recyclers: Ugly creatures that operate similarly to White Wolves. They're nomadic and spend most of their days travelling between dimensions scavenging for resources and more or less minding their own business. Nothing really remarkable about them save for a hive mind and obsession with kidnapping royalty as some kind of cultural "we respect you, so we'll kidnap your kid' kind of thing that makes about as much sense as it sounds.

(Firequest Factions will not be listed here at this time, they may be added later.)
 
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Please feel free to ask me any questions you might have, I will answer them and add them to the Record if applicable.
 
This is how much damage your attacks will do before they are effected by any modifiers.
affected
Magical Girls usually have two of these, if you spot one with three, or even four, then you know that something very special is going on.
This line can be easily misunderstood to say that having 3 affinities (including Growth) is unusual.
There are seven levels, Story Maker, Myth Maker, Legend Maker, Story, Myth, Legend and Epic.
What is Divinity :V
Growth Affinities also interact with Abilities and Super Abilities
Personally, I would bold Super Abilities here.
in the case where two abilities that conflict in their function interact, such as one that nullifies damage and one that guarantees damage, the Magical Girl with the higher Growth Affinity will win, if they have the same Affinity, both Abilities will be negated.
Since this is the only place you discuss this type of conflict, should probably also mention that supers trump regular abilities.
This is the weapon your Basic Attack will use, it's level directly correlates with your Base Damage and Magic Modifier.
Should probably either say "its level usually directly correlates with your Base Damage and Magic Modifier" or "unless specified otherwise, its level directly correlates with your Base Damage and Magic Modifier"
Crush means that the attackers Total Damage will be multiplied by 3.
attacker's
Maybe add "under certain conditions" to the end of this sentence.
Attacker Combat String: +100 Base Damage, +5 Dice, -10 Modifier 2 = 95 Total Damage
Defender Combat String: 50 Base Resilience, -10 Modifier 3 = 40 Total Reduction
Might as well use the proper terminology (or at least same as Lost's big combat math post) of Offensive String and Defensive String. Perhaps also include a hyperlink to said post.
Total is placed after the first stage of a combat string, it usually denominates the total of an attack/defence without any 'other' modifiers.
Total End is placed in the second stage of combat, it usually denominates the total of an attack/defence after 'other' modifiers.
This is quite poorly phrased, because it implies that Total is the same as Base and that Total End is what Total actually is.

It does not at all get across that Total End is the result of subtracting the two Totals from each other (and then sometimes applying some extra modifiers to the result).
Spells
Spells are different but similar to Basic Attacks, except that they use the stats listed next to a spell rather than your weapons Basic Damage and Magic Modifier.
Should probably add in that normally you can only use one Spell per turn.
While a character is flying, they may only attack once per turn with Melee, however they may attack normally with ranged attacks.
This isn't really true? The 1 action per turn thing is only for aerial dogfights. When two fliers are fighting each other. It does not apply for things like aerial bombardment or bombing runs.
High Speed Combat
This ability is directly related to Flight, you must have a High Speed Combat of equal or greater level to be able to track someone who can fly at speed. For instance, if a flyer can move at 110mph, then you will need High Speed Combat (Level 2) to be able to track them. If a flyer is faster than your High Speed Combat then they will start to receive bonus modifiers to their attack, and you negative modifiers to your defence. (Pending Lost to tell me exactly what those modifiers are)

High Speed Combat levels at 90mph per level, the opportunity and cost to level this up is left to the QM.
Lvl 2

Also, this has a bit of incorrect info. If you have Flight, then HSC level ups are automatic and free when your Flight speed matches the speed of your HSC. Having a cost to upgrade HSC in the shop is only if you get HSC without Flight, which this section doesn't even acknowledge the possibility of.
Dodging also falls under Attack Negation, except you dodge the attack rather than negate it. It scales similarly, starting at Skilful and moving upwards.
Skillful Dodge
The second Faction is known a the Unified Darkness, made up of the Thirteen Hell, Black Star, and the Children of Nightmares.
as
Thirteenth
Dark
Dark
they are the Akashic Record's opposite number on the Unified Darkness side
And now, the only thing keeping the Akashic Record from simply erasing them from existence.
Pillar
 
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