Tome of Cosmos - CWMGQ Character Building Thread

Glorious Vanguard: Level 9
-Increases the level of ally movement abilities by 9, and their High Speed Combat by 1. The first two successful attacks against Selector Leliel heal rather than harm her.
Is this last effect on a per-turn basis, or a per-battle basis, or a per-opponent per-battle basis?

The last one is "works twice per battle, for every separate opponent".
 
Is this last effect on a per-turn basis, or a per-battle basis, or a per-opponent per-battle basis?

The last one is "works twice per battle, for every separate opponent".
Per battle. It used to be 3 attacks and scale with the level properlike, but it was decided that was too strong.
 
So I went on a character creating spree for a bit, and the end result, is this set of three characters. I'm actually somewhat proud of these three.

Edit: I overhauled Brave Vestal. The version below is post overhaul.

(The Braves) Magical Girl Brave Vestal

Light heeds the call of faith, scattering darkness to the winds! I am Magical Girl Brave Vestal!


Agnes Oblige​
Stats

Health: 750 (1500)
Base Damage: 250 (500)
Base Resilience: 250 (500)
Magic Modifier: 200 (400)

Affinities: Potential | Faith | Legend MakerStory
Weapon

(APT growth: +1 per 5 levels)
Adventurer's Arm
Totally not a shepherd's crook.
Level 5
Attacks Per Turn: 2 (4)
Affinity: Faith | Story
Ability: Heal | Intercept
Spells

Prayer
The Crystal's Blessing upon us. Controls Magic Modifier.
Level 5
Base Damage: N/A
Magic Modifier: N/A
Affinities: Potential | Story
Abilities: Boost-Self | Difficulty Change | Offender | Defender

Gift Of Light
Unto you this gift of light, and upon your brow a crown of might.
Level N/A
Base Damage: N/A
Magic Modifier: N/A
Affinities: Faith | Potential | Story
Abilities: Boost-Other | Offender | Defender
Abilities

Vestal Garments
Level 5
Controls Health.

Faithful Endurance
Level 5
Controls Resilience.

Late Bloomer
Level 20
This ability cannot be directly leveled. It's level is equal to the sum of all other levels on Brave Vestal's sheet.
- Multiply Brave Vestal's health, base damage, base resilience, and magic modifier by the first digit of Late Bloomer's level.
- Increase Brave Vestal's ApT by the first digit of Late Bloomer's level.

Stand Ground
When Brave Vestal has more than 1 health, if she would die, make a DC 25 check. On success, Brave Vestal survives at 1 health.

Potential Existence
When Late Bloomer reaches Level 20, Brave Vestal gains a stack of Existence Bonus. Repeat for Levels 40, 60, 80, and 100 of Late Bloomer. Apply half of the stat multipler of Late Bloomer to the Existence Bonus of those affected by Prayer or Gift Of Light.


Adventurer's Arm is a shepherd's crook simple staff, and serves as a focusing implement for Brave Vestal's magic. This magic manifests in the form of light, healing the focus of the radiance. As she grows stronger, the staff's structure is reinforced physically and magically until it outright becomes indestructible. Finally, Brave Vestal becomes able to catch incoming attacks on the crook to blunt or potentially throw them back.
- Explosive Restoration: With sufficient healing in excess of a target's maximum health, Brave Vestal can wreak interesting forms of havoc on their form. Including potentially causing them to explode.
- Restorative Cover: Brave Vestal can Intercept attacks beyond her reach with sufficient density of healing, though this doesn't provide any retaliatory damage. With practice, this can be shaped and refined to fake Auto-Counter in an area around her (and some concentration).
- 'Lethal' Bludgeon: Brave Vestal can layer healing over her basic attacks at the cost of additional actions, letting her fake Nonlethal.

Prayer projects her Existential Weight more actively, granting her greater offensive and defensive capabilities along with some luck manipulation.
- Crusade: Prayer's increased projection of her existential weight can force Existence Conflicts, both when she is attacking and being attacked.

Stand Ground is Brave Vestal's ability to survive lethal events on the power of her faith alone, though it has it's limits. If Prayer would grow to a degree where it being active would make Stand Ground's activation guaranteed, Stand Ground would evolve into a form to reflect this.
- Faith Unbroken: Brave Vestal's survival at 1 health keeps her able to immediately act barring intervening action, and Stand Ground can trigger multiple times per battle, or even per turn. As long as she is above 1 health and the ability is not negated, Stand Ground can activate as many times as it's condition is met.

Late Bloomer is the physical expression of Brave Vestal's affinities. As she grows in power, her capabilities are multiplied to increasing degrees. The end result is physical ability that would be ascribed to a Magical Girl of a non-Maker growth affinity.
- Transcendental Transformation: Brave Vestal has the potential for some of her transformation enhancements to remain in her non-transformed state. Should this happen, she would retain her health, base damage, base resilience, and magic modifier without the multipliers from Late Bloomer while untransformed.

Potential Existence is the metaphysical expression of Brave Vestal's affinities. Her growth in power fills out and constructs the framework of Potential Existence, gradually increasing her Existential Weight over time.
- The Maker Of Divinity: At level 100 of Late Bloomer, Brave Vestal will have achieved an Existence Bonus that should only be available for those with the Divinity affinity (the Gears or Cores). The gradual growth and construction of Potential Existence leading to those point is a catalyst, and can be identified as such.

Brave Vestal's stats are functionally above the bar for a Legend Maker of her level, and this gap will only grow as she reaches higher levels. This synergizes with her focus on healing and intercepting; She can intercept and survive hits that another of her level might not, heal them off, and offer her allies buffs through her second spell. Her first spell is essentially her 'oh shit' button, with Offender pumping her Intercepts (twice, if she wins) and Defender helping her survive any that she loses.

(The Braves) Magical Girl Brave Errant

Edea Lee
Stats

Health: 1000
Base Damage: 300
Base Resilience: 200
Magic Modifier: 100

Affinities: Potential | Glory | Legend Maker
Weapon

(APT growth: +1 per 2 levels)
Adventurer's Arm
The blade your father never raised. May freely shift Modes once per action.
Level 5
ApT: 3
Affinities: Glory
Abilities: Critical Strike | Mode Shift | Double Hit (Solid Stance) / Riposte (Flowing Stance)
Spells

Landfall
A Sky Knight's Challenge.
Level 5
Base Damage: 150
Base Resilience: 100
Magic Modifier: 75
Affinities: Potential
Abilities: Boost-Self | Stack By Level | Taunt

Abilities

Sky-Knight Renegade
Level 5
Descend upon the battlefield, regardless of the impact. Controls Health and Resilience.

Swordmaster's Prodigy
Brave Errant may sacrifice three actions to negate an enemy action, or six actions to negate an opposing spell. Whenever Brave Errant inflicts a body modifier or stuns a foe, increase her ApT by 1 to a maximum of 1 plus weapon level.

Eternian Blade Dance
After she attacks, Brave Errant has a 25% chance of making an additional attack for free. When Brave Errant is attacked, she has a 50% chance of negating the attack for free, or sacrificing an action to negate a spell. Each strike of a multi-hit ability may trigger this ability, and this ability is Recursive.

Valkyrie's Descent
Brave Errant may sacrifice an action or a hit from an attack to close to melee range. Brave Errant may sacrifice any number of hits in an attack to grant the attack that many levels of Hypersonic.

Inhuman Agility
Brave Errant can perform feats of agility that beggar belief.


Adventurer's Arm is Brave Errant's sword from the transformation and fighting style in combination. The Critical Strike is tied to the sword through a very sharp edge and Brave Errant's familiarity with it, but otherwise has no inherent magical qualities itself. The Stances from it's Mode Shift can be used independently of the sword, with Brave Errant retaining their abilities even without using the sword from her transformation.
- Redraw: Brave Errant can resummon the sword to it's sheathe with some concentration.
- Mode Shift: Brave Errant may swap between her Solid and Flowing Stances freely once per action, even when that action doesn't actually involve her using her sword.
-- Forceful Flow: Brave Errant may shift stances between hits of Double Hit.
-- Flowing Force: Brave Errant may synchronize hits from Riposte with actions spent attacking in Solid Stance.

Landfall is a challenge, drawing out further physical enhancement to meet those who answer it. The magic also serves to amplify and convey the challenge, whether it be the rasp of drawing her sword, vocalization, a stomp, or the like. Even a silent challenge can serve as the casting, provided there is a visual challenge conveyed.
- Boost By Level: Landfall draws out Brave Errant's magic through physical amplification, and as the amount of enhancement grows, so does the maximum amount of reinforcement that Brave Errant can sustain.

Swordmaster's Prodigy is principally Brave Errant's skill in combat, backed up by the existential weight of her transformation. The existential weight can be focused to disperse the opposing existential weight of spells and spellcasting, albeit at significant effort. Finally, her focus and speed grow as she inflicts notable wounds on foes, the acquisition of glory in combat pushing her onward ever faster.
- Master Skill: Brave Errant has Master Skill while not transformed.

Inhuman Agility is Brave Errant's flexibility, acrobatics, and economy of motion.

Eternian Blade Dance is an innate sense and integration into the flow of combat, granting two main benefits. First, it allows Brave Errant to effortlessly parry attacks and spells affecting her with incredible ease. Second, it allows Brave Errant to retain momentum from attacks performed and focus them into additional strikes.
- Multi-Parry: Individual hits of multi-hit attacks can be parried separately, triggering Riposte individually. Multiple Ripostes this way fold together into a single combined flurry.
- Relentless Flurry: Due to the small gap between attacks and follow-ups, it is possible for Brave Errant to force foes to overextend or just generally prevent them from taking offensive or spellcasting action in lieu of dodging/parrying/intercepting.

Valkyrie's Descent allows Brave Errant to compress the effort of individual strikes into bursts of speed. Bursts of speed can be tracked with High Speed Combat of sufficient levels, though expending additional hits to grant Hypersonic can overcome this.

Brave Errant's weapon is worth noting. While the sword is the source of the Critical Strike and is well made, the Modes on it are Stances that she can assume. The stances can be used without her sword. She's also very good with a sword in the first place. If that's not enough, she is the 'fighter' of the group.

(The Braves) Magical Girl Brave Phantom

Gloria Neu Musa
Stats

Health: 1000
Base Damage: 125
Base Resilience: 200
Magic Modifier: 200

Affinities: Potential | Juxtaposition | Legend Maker
Weapon

(APT growth: +1 per 3 levels)
Adventurer's Arm
Your dagger(s) of contrast.
Level 5
ApT: 2
Affinities: Juxtaposition
Abilities: Limitless | Bind
Spells

Chiaroscuro
Potential casts a long shadow.
Level 5
Magic Modifier: N/A
Affinities: Potential
Abilities: Perception Control | Stack By Level
Abilities

Royal Garb
Level 5
Reminders of your past. Controls Health and Resilience.

Tenebrism
If a target affected by Chiaroscuro would add no Magic Modifier to one of their strings, they add Brave Phantom's Magic Modifier to their strings instead. Targets affected by Chiaroscuro multiply their Magic Modifier rolls by the stacks of Chiaroscuro on them, then invert their Magic Modifier rolls.

Darkness Illuminating Reality
Foes affected by Chiaroscuro cannot see farther from themselves than Brave Phantom is. Brave Phantom is capable of seeing through all forms of darkness, and cannot be blinded.

Brilliance Concealing Reality
Brave Phantom may sacrifice three actions to dodge an enemy attack. If the attacker has at least one stack of Chiaroscuro, she may sacrifice two actions to evade the attack instead. Whenever Brave Phantom dodges an attack, she may cast Chiaroscuro for free, ignoring her Spell Limit.

Unreal Agility
Brave Phantom can perform feats of agility that stretch the laws of physics to their limit.


Brave Phantom is the rogue of the three, so to speak. Her daggers Bind by striking someone's shadow, and eventually get Pin and Capitalize.
 
Last edited:
(Unknown) Magical Girl Synthetic Sovereign

"Feed yourself to the ever burning engine, I am Magical Girl Synthetic Sovereign!"
Elayne Armstrong


Stats

Health: 125
Base Damage: 75
Base Resilience: 60
Magic Modifier: 100
Affinity: Civilization | Synthesis | Myth-Maker
Weapon

Soldiers of the Sovereign
Level N/A
Attacks Per Turn: Variable
Affinities: Synthesis
Ability: Variable
Spells

Master Craft
-Grind away at the limits of Reality to attain ascension.
Level 1
Base Damage: N/A
Magic Modifier: 5
Affinities: Civilization
Ability: Manufacture

Flash Construction
-In an emergency, you can't take the long view.
Level 1
Base Damage: N/A
Magic Modifier: 500
Affinities: Civilization
Ability: Manufacture
Abilities

Raiment of the Sovereign
Level 1
-Regalia of the Civilization's Lord.

Flesh of Steel and Stone
Level 1
-The foundation of our world.

Our Afterimage: The Evolutionary Engine

-Synthetic Sovereign does not automatically generate weapons, instead she much utilize Master Craft in order to directly construct an entity to operate as such. Each cast of Master Craft grants her the Magic Modifier Roll in experience that she can then apply to her Constructs to improve them without requiring requisite affinities for modification. At any point Synthetic Sovereign may cast Flash Construction on one of her constructs to vastly increase it's abilities for a short time at the cost of it's instantaneous self destruction at the end of the Battle. If Synthetic Sovereign uses Flash Construction to create a construct whole sale, it will operate as a regular construct until her transformation terminates; constructs created this way cannot benefit from extra casts of Master Craft or Flash Construction.

 
Last edited:
(Synthetic Sovereign) Assault Titan (Construction MM Cost: 210)



Stats

Health: 100
Base Damage: 50
Base Resilience: 25
Affinity: Civilization | (Ether)
Weapon

Etheric Accelerator
Level 1
Attacks Per Turn: 1
Affinity: Ether
Ability: Armor Pierce
Abilities

Multi-Phasic Chassis
Level 1
-Transmuted metal cuirass filled with artificial hydraulic muscles.

Redundant Systems
Level 1
-It stood back up.




(Synthetic Sovereign) Resource Harvester (Construction MM Cost: 75)



Stats

Health: 25
Base Damage: 5
Base Resilience: 15
Affinity: Civilization
Weapon

Deconstruction Teather
Level 1
Attacks Per Turn: 1
Affinity: Civilization
Ability: N/A
Abilities

Multi-Phasic Chassis
Level 1
-Transmuted metal cuirass filled with artificial hydraulic muscles.

Flight
Level 1
-The Resource Harvester can float through the air.




(Synthetic Sovereign) Elite Assault Homunculus (Construction MM Cost: 600)



Stats

Health: 345
Base Damage: 75
Base Resilience: 60
Magic Modifier: 60
Affinity: Civilization | (Variable)
Weapon

Etheric Assault Weapon
Level 1
Attacks Per Turn: 1
Affinity: Civilization
Ability: Spell Boost
Spells

Warmachine: (Variable)
Level 1
[BASE STATS OF INITIAL SPELL ARE DEFINED AT CREATION]
Abilities

Synthetic Warsuit
Level 1
-Specialized combat hard suit with integrated life support and magnification brandcraft arrays.

Daughter of Civilization
-Elite Assault Homunculus are fully sapient existences. They all count as having the Practitioner ability, and are capable of growing and upgrading without direct aid from Synthetic Sovereign. Their loyalties default to their creator unless either Synthetic Sovereign overrides this fact at creation, or their growth causes them to deviate.
The Warmachine

Warmachine: BARRICADE
Level 1
Base Resilience: 100
Magic Modifier: 50
Affinity: (Variable: Fire, Ice, Lightning)
Ability: Boost Self | (Variable: Burn, Freeze, Shock)

Warmachine: ASSAULT
Level 1
Base Damage: 100
Magic Modifier: 50
Affinity: (Variable: Fire, Ice, Lightning)
Ability: (Variable: Burn, Freeze, Shock)
 
(Unknown) Magical Girl Hollow Sovereign

Isra Miraj
"Fall into the empty abyss and die, for I am Magical Girl Hollow Sovereign."

Stats

Health: 175
Base Damage: 40
Base Resilience: 35
Magic Modifier: 35
Affinities: Void | Domination | Story Maker
Weapon

Subspace Lance
Level 1
Attacks Per Turn: 1
Targets Per Attack: 1
Affinities: Void
Abilities: Ghost Touch | Auto-Assault | Limitless
-Gains No Intercept at level 20 and Anti-Parry at level 25.
Spells

Void Mirror
-Creates a portal between incoming ranged attacks and Hollow Sovereign. Said attacks are captured by the portal and then can be launched back at their point of origin.
Level 1
Base Damage: N/A
Magic Modifier: N/A
Affinity: Void
Abilities: Cast By Level | Reflect Damage
Abilities

Void Core
Level 1
-An infinite well.
Controls Health

Ablative Loop
Level 1
-The journey before impact.
Controls Resilience.

Beyond Boundaries
Level 1
Grants Hollow Sovereign the Flight ability at a commensurate level.

Immeasureable Reach
Hollow Sovereign determines her relative distance for all effects.
Shop Items

Warp
Upon casting Warp, Hollow Sovereign creates a Void Space and immediately shifts all targets inside while sealing off from the outside world. Should Hollow Sovereign die, or leave, the Void Space will break down and deposit its prisoners on the battlefield that Warp was cast upon. While within the Void Space, increase Hollow Sovereign's Base Health, Base Resilience, Base Damage, Magic Modifier, and Flight Speed by 1% per level of this spell rounded to the nearest whole number. Increase Null Lance's APT by one for every ten levels of this spell with a minimum of one.
Level: 1
Base Damage: N/A
Magic Modifier: N/A
Affinity: Void
Abilities: Boost-Self
250 EXP

Singularity
-An all-consuming maw.
Attacks that carry a Void related affinity heal Hollow Sovereign instead of damaging her.
25 EXP

Leave The World Behind
-Enhances Beyond Boundaries.
Hollow Sovereign is immune to battlefield conditions so long as she is flying. Any attempt to engage Hollow Sovereign in the air must pass a Flight Speed Check of at least 90% of her max speed or fail to engage.
100 EXP

Blink
Enhances Void Mirror.
Hollow Sovereign may teleport at will within a range of 5 meters per level via Void Mirror. Adds Teleport ability.
75 EXP
 
Last edited:
(Synthetic Sovereign) Rainmaker (Construction MM Cost: 250)



Stats

Health: 40
Base Damage: 100
Base Resilience: 20
Affinity: Civilization | (Ether)
Weapon

Etheric Eraser
Level 1
Attacks Per Turn: 1
Affinity: Ether
Ability: Anti-Air | Ordinance
Abilities

Multi-Phasic Chassis
Level 1
-Transmuted metal cuirass filled with artificial hydraulic muscles.

Redundant Systems
Level 1
-It stood back up.

Day of Rain
-Clouds not included. While deployed, the Etheric Eraser auto-targets any flying enemy that comes within range.
 
Back
Top