Tome of Cosmos - CWMGQ Character Building Thread

It is definitely better.

One little thing I noticed on a glance though, her weapon and Spell have the same name. You might want to change that.
Actually I gave them the same name both because of cheek and the fact they're technically the same thing.

Charging her spell is literally just her feeding power to her weapon until it hits critical mass and she releases it as a super laser.
 
I like World's End's charging ability! It seems useful, while also having a drawback so that she doesn't just keep her weapon charged at 100% all the time.
 
Tried my hand at creating a fairy who is NOT a Death Squad member.
(Unified Light / Fairy Home Realms) Jorgen

Stats

Health: 400
Base Damage: 650
Base Resilience: 70
Magic Modifier: 4,500

Affinity: Earth | Fist
Weapon

Mana-Focusing Gauntlets
Level 5
Attacks Per Turn: 3
Affinities: Earth
Ability: Spell Boost | Auto-Grapple | Rain of Blows
Spells

Pulverize
Level 15
Base Damage: 975
Magic Modifier: 975
Affinity: Earth | Fist
Ability: Grapple | Catastrophic Damage

Muscle Surge
Level 5
Base Damage: 125
Magic Modifier: 600
Affinity: Earth
Ability: Boost-Self | Ghost Touch | Rain of Blows

Mega Punch
Level 10
Base Damage: 1,000
Magic Modifier: 2,000
Affinity: Fist
Ability: Mana Charge | Juggernaut | Stagger
Abilities

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

Unreal Strength
-When meeting an opposing force, increase Damage by 50%. Negate if opposing force is backed by: Unreal Strength, Unstoppable, Juggernaut, or a 3-1 damage advantage.

Flight
Level 4
-Jorgen is able to fly at 30 MPH.


Most of the cantrips in the War Book never really felt right to him, so he learned to cast fist :V
 
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(Unified Light/ Elvin Empire) Leon Kayn

A.K.A. "that one asshole who keeps stealing your swords"

Stats

Health: 700
Base Damage: 600
Base Resilience: 160
Magic Modifier: 300
Affinity: Steel
Weapon

Pugilist's Palm
Level 15
Attacks per Turn: 6
Affinity: Steel
Ability: Batter | Double Hit
Spells

Assault
-Hit them. A lot.
Level 12
Base Damage: (Base Damage of currently wielded weapon)
Magic Modifier: N/A
Affinity: Steel
Ability: Rain of Blows | Hit by Level
Abilities

Inhuman Skill
-Sacrifice two moves to negate enemy attack.

Disarm
-Upon successfully negating an opponent's attack, disarm them. Does not work on weapons that are body-parts or physically attached.

Armsmaster
-Leon can use any conventional weapon at full effectiveness, and unconventional weapons at 75% effectiveness, even if he has never used it before.

Dual Wield
-Leon can utilize two weapons simultaneously.


The first of an elf adventuring party from the early days of the War that I'm working on statting out.
 
(Unified Light/ Elvin Empire) Nighthawk Twilight

Stats

Health: 500
Base Damage: 600
Base Resilience: 150
Magic Modifier: 200
Affinity: Wind | (Night)
Weapon

Wing (crossbow)
Level 10
Attacks per Turn: 2
Affinity: Wind
Ability: Critical Strike | Unerring

Talon (sword)
Level 10
Attacks per Turn: 3
Affinity: Wind
Ability: Armor Peirce | Backstab
Spells

Eclipse
-Vanish from the minds of your opponents.
Level 3
Base Damage: N/A
Magic Modifier: N/A
Affinity: (Night)
Ability: Perception Control

Starsoul
-Gleam, like the jewels of the sky. (Resets APT when cast)
Level 5
Base Damage: 1,000
Magic Modifier: 1,000
Affinity: Wind | (Night)
Ability: Boost Self | Move Boost
Abilities

Dual Wield
-Twilight can utilize both of her weapons simultaneously.

Impossible Agility
-Twilight can perform feats of agility that are blatantly impossible according to standard physics.

Smoke in the Wind
-Twilight gains a free dodge for every attack per turn she possesses.

Nighthawk's Mantle
-I shall be Queen of Air and Darkness...
Twilight may teleport between shadows and/or unobserved areas at will. Every successfully damaging attack seals one of the target's abilities for the duration of the battle. When fighting at night, multiply all stats by 3, remove restrictions on teleport, and seal abilities even on non-damaging attacks.

Bit of background for this one:

Nighthawks are were a form of magical megafauna native to one of the older elven territories. Picture a nocturnal eagle the size of a horse that's basically undetectable until it's talons are digging into your spine, and it shuts down your ability to use magic if it hits you or you hit it. They were scary beasties.

The Nighthawks were an organization who took their name from the aforementioned scary beasties. Officially, they were a group of scouts, hunts, explorers, and wilderness survival experts. Unofficially they were the people you contacted if you wanted something stolen, sabotaged, assassinated, or some combination thereof, provided you had the connections to contact them and the funding to purchase their services. Rangers crossed with Ninjas, basically.
If you're wondering what the connection to the giant doom birds is, one of the rites of passage involved being dropped butt naked in the middle of the woods and being told to come back when you've hunted down a Nighthawk and made a cloak of its feathers, or don't come back. If they did come back with their rad new cloak, they were fully inducted, given an official Nighthawk Name to replace their now-secret given name, and got their fancy feather clothes enchanted by their in-house specialists.
 
Note on Weapons
Note on Weapons:

Legit, nothing is stopping you from having different weapons have different stats or effect the given character's stats differently from one to the next.

(For example having a slow but high Base Damage ax, or a fast but low Base Damage dagger on the same sheet.)

Technically supposed to be how it should work anyway but laziness won out here on the few sheet in mainline that have more than one weapon.
 
Tanks are a notable version of this. Statlines for the big anti-demon tank show 7500 (1125) for base damage, the lesser weapons have less punch and different effects.
 
At the urging of Crystalwatcher, have this:

(Gaia?) Magical Girl Bare Fist

Sarah Kelly

Stats

Health: 435
Base Damage: 75
Base Resilience: 8,700
Magic Modifier: 15

Affinity: Battle | Clothing | Legend Maker
Weapon

Strong Fist
Level 15
Attacks Per Turn: 1
Affinities: Battle
Ability: Catastrophic Damage | Batter | Punch-Through
Spells

Disarmament
Level 10
Base Damage: 10
Magic Modifier: N/A
Affinity: Clothing
Ability: Boost-Self | Boost-Weapon | Armor Removal | Cleave

Censor
Level 5
Base Damage: N/A
Magic Modifier: N/A
Affinity: Clothing
Ability: Perception Control
Abilities

Sprint
Level 10
-Bare Fist has a footspeed of 100 mph.

High Speed Combat (Level 2)
-Bare Fist is able to track objects moving up to 180 mph.

Cast Off
Level 29
-When Health is depleted from enemy attacks, lose one piece of clothing. When clothing is lost this way, Base Resilience is halved, Health, Base Damage and Magic Modifier are doubled while Attacks per Turn increases by 1. All Health is restored to full, and all negative effects are nullified. Fails if no clothing is left. (Controls Health and Base Resilience)

Improved Outfit (Level 5)
-Adds an additional piece of clothing per level. Current clothing: Gloves(Default), Boots, Vest, Skirt, Pants, Ribbon.

Master Skill
-Spend three Actions to nullify an opponent's action.

Adroit Dodge
-Sacrifice three actions to evade an enemy attack.

Unreal Agility
-Bare Fist can perform feats of agility that stretch the laws of physics to their limit.

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

Unreal Strength
-When meeting an opposing force, increase Damage by 50%. Negate if opposing force is backed by: Unreal Strength, Unstoppable, Juggernaut, or a 3-1 damage advantage.

Steal Equipment
-Whenever an enemy's clothing or weapon is completely destroyed or claimed by Bare Fist, Bare Fist can restore one(1) piece of her clothing, returning her stats back to that level. Health in excess of max health is lost harmlessly.

Rage Born of Humiliation and Loss
-Her awakening was certainly memorable, if there was anyone alive who remembered it. When all clothing has been lost, gain a Slayer Ability that targets the Affinities of the enemy that destroyed her last piece of clothing. While active, regaining clothing from Steal Equipment does not return her base stats back to the previous level, allowing further stacking of Cast Off's bonus. Bare Fist cannot retreat or stop seeking to kill the enemy while this ability is active. This ability will only end when Bare Fist believes every enemy in the area has been eliminated.


Note: Gains +1 APT every 20th level of her weapon.
 
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My first attempt at a GWMGQ magical girl:

(Unaligned Front) Magical Girl Shining Spark

Real Name: Watanabe Emi

Stats

Health: 150
Base Damage: 75
Base Resilience: 40
Magic Modifier: 60
Affinity: Technology | Light| Story

Weapon

Light battery
Level 1
Targeting: Ranged | Single Target
Attacks Per Turn: 1
Affinity: Technology | Light
Ability: Mode shift | Auto assault | Levitate | Invoke: True beam | Interceptor fire (Shield battery) | Ordinance (Focus battery) | Spell boost (Power battery)

Spells

True beam
Thin and fast but powerful nonetheless, this laser beam comes in a variety of flavours.
Level 1
Targeting: Ranged | Single Target | Multi target
Base Damage: 100
Magic Modifier: 100
Affinity: Light
Ability: Ray | Protean

Abilities

Light containment field
Level 1
-Magical light becomes trapped and bounces around inside of the 'Light battery' prism. For every turn in which Shining spark does not use her weapon to fire 'True beam', she stores it within her 'Light battery' prism as an individual spell charge. At the time of her choosing she can fire a 'true beam' spell from her weapon, and then multiply its damage by five for each turn in which a spell was stored until now.

Automatons light
Level 1
-Shining spark may fire powerful dark blue lasers from between her two hands, which rapidly repair broken objects. She may permanently restore damaged or destroyed Items to perfect condition, such as weapons, machines or even small fortifications. All restored entities gain the 'auto assault' and 'automatic combat' abilities for the remaining duration of battle, after which they return back to normal.

Light focusing prism
Level 1
-Spells appear between Shining Spark's hands when they're cupped together and thrust towards her target. If she fires a 'True beam' spell into her 'Light battery' prism, she provides it with a 'Light containment field' style spell charge, which is then usable as part of that system of boosts. When in ordinance formation the prism may also use this ability, firing 'True beam' spells into its new counterpart in addition to all of its extra stored spell charges. Unlike when using the 'light containment field', spells which enter a prism using this ability cannot be stored and thus will be fired as enhanced 'true beam' spells, immediately.

Flash burst
Level 1
-The explosion of a radiant, rotating lens flare light announces her counter-attack. If the 'Light battery' prism is within touching distance of Shining Spark, she initiates an automatic 'True beam' intercept conflict against her closest attacker. Should she lose this conflict she will receive absolutely no damage, reverting to normal afterwards. If true beam spells are stored within her 'light battery' prism as part of her 'Light containment field' ability, the following flash burst is accordingly enhanced.

Magitech forcefield
Level 1
- Her magical automaton core emits a spherical, navy blue forcefield around her that turns away the outside worlds effects, controls Resilience. All physical attack damage taken is reduced by 40%, she is now immune to the elements.

Automaton body
Level 1
-her flesh body has been cast aside and replaced with a metal one, which is both more durable and less fallible, controls Health. Shining spark is now immune to any discomfort caused by physical or ailments injuries.

-Shining spark may substitute the Protean ability from her 'True beam' spell with an ability from the following list. Doing so mid-attack has her alter the beams properties as it fires, without pause.

Anti-air.
Armour pierce.
Burn.
Scale to target.
Damage charge.

 
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My first attempt at a GWMGQ magical girl:
(Unaligned Front) Magical Girl Shining Spark

Real Name: Watanabe Emi​
(No picture yet, placeholder text)
Stats

Health: 150
Base Damage: 75
Base Resilience: 40
Magic Modifier: 60
Affinity: Technology | Light| Story

Weapon

Lights battery
Level 1
Targeting: Ranged | Single Target | Multiple targets
Attacks Per Turn: 1
Affinity: Technology | Light
Ability: Mode shift | Auto assault | Levitate | Invoke: True beam

Spells

True beam
Thin and fast but powerful nonetheless, this laser beam comes in a variety of flavours.
Level 1
Targeting: Ranged | Single Target | Multiple targets
Base Damage: 100
Magic Modifier: 100
Affinity: Light
Ability: Ray | Protean

Abilities


Mana charge

Level 1
-Allows the user to 'charge' a spell; Instead of firing off that turn, they instead hold back and let the MM fill up instead of just shoving magic into it. Each turn adds the next roll to the previous until the MM maxes out.

Auto revive

Level 1
-Technological weapons are always easy to repair, but Shining Spark can pull it off in seconds using her magic. Automatically revives a weapon on death.

Dispel
Level 1
-A 10 foot zone of magi-tech light can emerge at will, driving away all foreign magic. Activates an AOE pulse that removes magical effects in your immediate area. Effectively Spell-Stop with AOE.

Upgraded awareness
level 1
-Cybernetic eye and brain implants have been foisted onto Shining Spark, improving both her reaction times and accuracy. Provides all ranged weapon attacks with undodgeable. Initiates an automatic intercept conflict against incoming melee attacks, as long as a weapon is available and ready to use.

Magitech forcefield
Level 1
-Controls Resilience. All physical attack damage taken is reduced by 40%.

Automaton body
Level 1
-Controls Health. Shining spark is now immune to any discomfort caused by physical or ailments injuries.


Interesting. I do see a few issues though.

1: On her weapon, it has Mode Shift. You should specify what modes it has access to, as well as what Mode-specific abilities go on which mode.

2: Her spell has Protean, but no list of Abilities that she can replace with Protean. Generally this is shown by putting a list of Abilities she can use for her Protean in her Abilities tab.

3: She has some interesting personal abilities, but all of them have levels. Levels on personal abilities represent the ability to upgrade those abilities. For example, upgrading her Magitech Forcefield or her Automaton Body would increase her Resilience or Health. What precisely is upgrading Mana Charge or Auto Revive supposed to do? If you can't think of a way to upgrade them in a suitable manner, you may want to simply take the levels off them.
 
Interesting. I do see a few issues though.

1: On her weapon, it has Mode Shift. You should specify what modes it has access to, as well as what Mode-specific abilities go on which mode.

2: Her spell has Protean, but no list of Abilities that she can replace with Protean. Generally this is shown by putting a list of Abilities she can use for her Protean in her Abilities tab.

3: She has some interesting personal abilities, but all of them have levels. Levels on personal abilities represent the ability to upgrade those abilities. For example, upgrading her Magitech Forcefield or her Automaton Body would increase her Resilience or Health. What precisely is upgrading Mana Charge or Auto Revive supposed to do? If you can't think of a way to upgrade them in a suitable manner, you may want to simply take the levels off them.

Thanks for the review.

I will endeavour to change these things quickly.

Edit:
Updated with finalised changes.
 
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Thanks for the review.

I will endeavour to change these things quickly.

Edit:
Updated with finalised changes.
Alright.

You've definitely made progress, but you've also made a few mistakes in formatting. We'll start with the weapon.

The Woodsman
Level 5
Attacks Per Turn: 2
Affinities: Fear
Ability: Mode Change | Murder (handsaw) | Catastrophic Damage (chainsaw)

This is a copy of Red Hood's weapon data. As you can see, it is only placed once, with the mode specific abilities on the same line. This may seem a little unwieldy, but it helps save space when compared to what you currently have. All you need to do is place the Lights Battery's mode specific abilities with the name of whatever mode they go on in a single line, and you'll be able to upgrade all three modes at once. Given how you've set it up though, she likely won't get any new Abilities or ability upgrades for her weapons other than pure numbers for a while.

Now, regarding the spell.

Similarly to her weapon, you don't need to spell out each individual variation. Here's how I worked the Protean ability for an MG I created.

Cursed Bolts
-Fairy Huntress may substitute Protean on her Enchanted Crossbow with an Ability from the following list. She may freely change what Ability she is using, but cannot change the effect on any previously fired bolts.
Curse
Slumber
Poison
Chill
Stun
Double Tap

The bolded part is the important part here. Fairy Huntress has Protean on her weapon, allowing her to switch it out with one ability from a list. By placing the Abilities all under a single Ability in her file, I can upgrade her weapon while maintaining her ability to use the Protean Abilities. If you simply gather up the Abilities you wish to give Shining Spark access to at the start and place them in a list like I have for Fairy Huntress, you can upgrade the main spell and make it more powerful, while simultaneously making sure the Abilities can still be used. Just make sure that you specify in the ability that Shining Spark can replace Protean on her spell with an ability from the list, for the sake of being clear.
 
Alright.

You've definitely made progress, but you've also made a few mistakes in formatting. We'll start with the weapon.

The Woodsman
Level 5
Attacks Per Turn: 2
Affinities: Fear
Ability: Mode Change | Murder (handsaw) | Catastrophic Damage (chainsaw)

This is a copy of Red Hood's weapon data. As you can see, it is only placed once, with the mode specific abilities on the same line. This may seem a little unwieldy, but it helps save space when compared to what you currently have. All you need to do is place the Lights Battery's mode specific abilities with the name of whatever mode they go on in a single line, and you'll be able to upgrade all three modes at once. Given how you've set it up though, she likely won't get any new Abilities or ability upgrades for her weapons other than pure numbers for a while.

Now, regarding the spell.

Similarly to her weapon, you don't need to spell out each individual variation. Here's how I worked the Protean ability for an MG I created.

Cursed Bolts
-Fairy Huntress may substitute Protean on her Enchanted Crossbow with an Ability from the following list. She may freely change what Ability she is using, but cannot change the effect on any previously fired bolts.
Curse
Slumber
Poison
Chill
Stun
Double Tap

The bolded part is the important part here. Fairy Huntress has Protean on her weapon, allowing her to switch it out with one ability from a list. By placing the Abilities all under a single Ability in her file, I can upgrade her weapon while maintaining her ability to use the Protean Abilities. If you simply gather up the Abilities you wish to give Shining Spark access to at the start and place them in a list like I have for Fairy Huntress, you can upgrade the main spell and make it more powerful, while simultaneously making sure the Abilities can still be used. Just make sure that you specify in the ability that Shining Spark can replace Protean on her spell with an ability from the list, for the sake of being clear.

I've altered those things now.

Is it any better?
 
Replaced four of Shining Sparkles personal abilities.

The actual meat of her sheet is now done, all that's left to complete is her image.
 
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