Under the Open Sky (CWMGQ Spinoff)

Disregard this, I've changed them all

I've been looking over the Light Warriors to bring them up to speed as a HTR team, but have run out of ideas for Scholar and Ninja. Any bright ideas from the audience?

And does anyone have the Caster's image?

(Hydaelyn) Warrior of Light

Kate Monro

Stats

Health: 12,250
Base Damage: 5,250
Base Resilience: 7,000
Magic Modifier: 3,500

Affinity: Light | Protection | Epic
Weapon


Axe of the Blood Emperor
Level 7
Attacks Per Turn: 2
Affinities: Light
Ability: Crush | Juggernaut
Spells

All Eyes On Me
-Causes all enemies present to mentally designate the caster as the biggest threat, increases ATP by 1, and then increases damage and resilience.
Level 6
Base Damage: 6,000
Magic Modifier: 3,000
Affinity: Protection
Ability: Perception Control | Boost-Self

Deathblow
-One for the history books
Level 3
Base Damage: 15,000
Magic Modifier: 3
Affinity: Light
Ability: Critical Strike | Demonslayer | Boost by Modifier
Abilities

Blessing of Light
-Reduces incoming End Damage by 25%. Ignore body damage modifiers.

Practitioner
-Allows the creation and upgrading of Spells.

Warrior's Defense
-Damage by enemies affected by All Eyes On Me is reduced by 25% before damage calculation.

Size Matters Not
-Warrior of Light is considered to be the size that is most beneficial when resolving size-based Abilities or effects.

Ribbon
-Prevent most status ailments.


(Hydaelyn) Monk of Light

Maria Cheng

Stats

Health: 7,500
Base Damage: 5,000
Base Resilience: 3,750
Magic Modifier: 1,750

Affinity: Light | Body | Epic
Weapon


Sultan's Fists
Level 5
Attacks Per Turn: 4
Affinities: Light
Ability: Juggernaut | Double Hit
Spells

Chakra Enhancement
-Increases ATP by 2, increases damage and resilience
Level 7
Base Damage: 7,777
Magic Modifier: 7,000
Affinity: Body
Ability: Boost-Self

Wholeness of Body
-Your body reflects your unbroken soul
Level 4
Base Damage: 4,000
Magic Modifier: N/A
Affinities: Body
Abilities: Heal | Status Block | Target-Self
Abilities

Flight
Level 1
-Monk of Light may stand and walk on air.

Blessing of Light
-Reduces incoming End Damage by 25%. Ignore body damage modifiers.

Practitioner
-Allows the creation and upgrading of Spells.

Monk's Furious Fists
-All attacks are treated as if they possess the Rain of Blows Ability.

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.

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.

Hasty
Level 3
-Each turn that Monk of Light spends sprinting increases her speed by 30mph, with no upper limit. This resets when a non-running action is performed.


(Hydaelyn) Bard of Light

Harmony Kendall

Stats

Health: 6,400
Base Damage: 3,600
Base Resilience: 3,600
Magic Modifier: 1,000

Affinity: Light | Music | Epic
Weapon


Bow of the Autarch
Level 4
Attacks Per Turn: 2
Affinities: Light
Ability: Homing
Spells

Song Of Valor
-increases all allies ATP by one, in addition to increasing allies' damage and resilience as long as spell is channelled
Level 11
Base Damage: 12,221
Magic Modifier: 11,000
Affinity: Music | Epic
Ability: Channel | Boost-Other

Condemning Verse
-Demoralize and curse your enemies with burns so fierce they may actually drop dead.
Level 4
Base Damage: 1,600
Magic Modifier: 500
Affinity: Music
Abilities: Perception Control | Spell-Cancel | Curse | Terror | Hate
Abilities

Blessing of Light
-Reduces incoming End Damage by 25%. Ignore body damage modifiers.

Practitioner
-Allows the creation and upgrading of Spells.

Bard's Presence
-All non-Magical Girl allies have their base damage and resilience increased by 50%, and their ATP by 1.

Carmen est Victoriae
-Song of Valor's effects linger for an additional turn per level of Song of Valor when the spell is stopped.

Auto-Rhythm
Level 2
-Every attack aimed at Bard of Light must roll a 1d100 (Difficulty: 2) in order to land a hit. Any attack that fails this roll grants Bard of Light a free counter attack against the source.

The Show Must Go On
Level 4
-Divide End Damage suffered while channelling a spell by 4.


(Hydaelyn) Caster of Light

Cordelia Chase

Stats

Health: 9,500
Base Damage: 4,800
Base Resilience: 4,500
Magic Modifier: 4,000

Affinity: Light | Destruction | Epic
Weapon


Rod of the Black Khan
Level 8
Attacks Per Turn: 1
Affinities: Light | Destruction
Ability: Spell-Boost | Omni-Caster (Lvl 2)
Spells

Black Thunder
-Black lightning bolts strike a large area centered on the caster's target, disintegrates whatever they hit.
Level 3
Base Damage: 3,333
Magic Modifier: 3,000 (4,000)
Affinity: Destruction
Ability: Collateral Damage | Disintegrate

Firega
-Fire is favored for destruction.
Level 2
Base Damage: 2,500
Magic Modifier: 200 (1,200)
Affinities: Fire | Destruction
Ability: Detonate | Burn

Blizzaga
-Ice is favored for precision.
Level 1
Base Damage: 800
Magic Modifier: 100 (1,100)
Affinities: Water | Destruction
Abilities: Juggernaut | Double Cast

Quake
-The Earth trembles at your command.
Level 2
Base Damage: 200
Magic Modifier: 200 (1,200)
Affinities: Earth | Destruction
Ability: Anti-Structure

Warp
-Your very own Fast Travel Network!
Level 1
Base Damage: N/A
Magic Modifier: 500 (10,000) (1,500 (10,000))
Affinity: Epic
Ability: Grand Teleport | Dimension Hop | Total Charge
Abilities

Blessing of Light
-Reduces incoming End Damage by 25%. Ignore body damage modifiers.

Practitioner
-Allows the creation and upgrading of Spells.

Caster's Mastery
-Increases Magic Modifier maximum of all spells by 1000.

Persistent Mysteries
Level 5
-Your magic sustains you in many ways. Governs Health and Resilience.

Elemental Rubric
-Allows creation and casting of spells as though you possessed the Fire, Water, Air, and Earth Affinities.

Ribbon
-Prevent most status ailments.


Edit: Fun fact! Bard of Light considers Auto-Rhythm useless.
 
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Re: Ninja: I'd give her Impossible Agility 2.

Impossible Agility: Level 2
-[ability holder] can perform feats of agility that stretch standard physics near to breaking. (e.g.: running upside down across a ceiling, jumping from falling rock to falling rock and making upward headway, etc.)

Should note: IA is like Nepgear's HSC and cannot be leveled directly, in part because it caps at level 3.
 
(Hydaelyn) Caster of Light
Cordelia Chase

Stats
Health: 9,500
Base Damage: 4,800
Base Resilience: 4,500
Magic Modifier: 4,000

Affinity: Light | Destruction | Epic Weapon

Rod of the Black Khan
Level 8
Attacks Per Turn: 1
Affinities: Light | Destruction
Ability: Spell-Boost | Omni-Caster (Lvl 2)
Spells
Black Thunder
The image is broken.




Telll meeee!! !
(in the PM)
Did @crystalwatcher tell you what the ideas were?
 
on a side note, I'm still not sure why the "Of Light" bunch were canonized. Their Patron, yeah, but the actual group of six Epic MGs who their creator explicitly noted weren't intended to be canon? Yeah... You probably don't need to buff them much, Kelll.
 
on a side note, I'm still not sure why the "Of Light" bunch were canonized. Their Patron, yeah, but the actual group of six Epic MGs who their creator explicitly noted weren't intended to be canon? Yeah... You probably don't need to buff them much, Kelll.
I know right? The temptation to kick them all down to Myth and give them an ability that nearly states they're part of a joint Mother Crystal/Gaia experiment is strong.

There's also a bunch of things that seem rough about them that I want to change, like how all but one started with a non-damaging spell.
 
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I know right? The temptation to kick them all down to Myth and give them an ability that nearly states they're part of a joint Mother Crystal/Gaia experiment is strong.

There's also a bunch of things that seem rough about them that I want to change, like how all but one started with a non-damaging spell.
Do it. Make a PM with me a Reaper and we can hammer this shit into something reasonable.
 
on a side note, I'm still not sure why the "Of Light" bunch were canonized. Their Patron, yeah, but the actual group of six Epic MGs who their creator explicitly noted weren't intended to be canon? Yeah... You probably don't need to buff them much, Kelll.
i must be missing something, i cant find those Girls listed in the main quest anywhere, cannon otr not. Where are they and who is the patron?
 
There's a tie for the EXP spending, could someone pick yea or nay for Double Tap?

Inserted tally
Adhoc vote count started by kelllogo on Apr 21, 2017 at 8:54 PM, finished with 615 posts and 6 votes.

  • [X] Crystalwatcher's Nuking Strategy
    [X] Buy Skydance
    [X] Plan King of the Battlefield
    [X][EXP] Plan Double the Fun
    [X] no reinforcements for you.
    [X] Buy Skydance
    [X] Plan King of the Battlefield
    -[X]Stage One - Killing the Summoners
    --[X] Call in artillery fire directly on the Dark Star Summoners.
    --[X] Morph the Panoply into Double Tap and Ordnance and bombard the Summoners.
    --[X] Repeat as necessary till they are dead.
    --[X] If they get off the ground and start flying, engage them in aerial combat and shoot them down.
    -[X] Stage Two - Weeding out the Chaff
    --[X] Destroy the tunnel by calling artillery fire on it or using Wave Force to cut off their line of reinforcements.
    --[X] A downed Hell Beast is a dead Hell Beast, or will be shortly. Rip off their wings to render them impotent.
    --[X] Strafe Hell's infantry if you get the chance, but otherwise focus on the Hell Beasts and cutting off reinforcements.
    --[X] Call any artillery we have left on the foot soldiers or grounded Hell Beasts.
    -[X] Stage Three - Kill the Captain
    --[X] Whatever happens, fight smart. Negate any attacks from the Shrieking Spear with Inhuman Skill.
    --[X] Avoid Rope Dart if at all possible, but if it does connect, Shift out of it as it does not inhibit magic.
    --[X] Lay out the pain train. Full-auto/Double Tap with any remaining actions.
    -[X] Contingencies and Standing Orders
    --[X] Be liberal with Wave Force. We need that Teleport Homer gone if at all possible. Maybe we can get it as collateral?
    --[X] If more Summoners show up, kill them ASAP.
    [X][EXP] Plan Double the Fun
    -[X] Skydance (140 XP)
    -[X] Double Tap (30 XP)
 
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Ability Purchased!

Skydance
Allows using half of your attacks during your turn in aerial combat.
Ability Ladder Purchase!

Double Tap

Double Tap added to Ability list.


24 EXP Remaining.
 
Crossworlds 9.2
"I'll try, but I think they're arriving faster than I can kill them." you acknowledge while scanning over the demons that have arrived. "How much artillery can-."

"You'll get it. Maybe! Tell the 14th to support Summit with everything. Bailey! Figure out how we can get forces there now. Summit, I'm listening, keep talking." Black commands.

(Summit receives Zeal of Light! May use more than one spell per turn! May Synchronize Spells with Magical Girls under the effect of Zeal of Light!) (Turn one complete.)

While talking the Demon Summoners swapped position, the one that had conjured the current group of Hell Beast drifting aside to let the second one use their spell.

This time ten Hell Beasts appear and start arranging themselves at the back of the line. Commander Black had just finished talking. The pair was moving to switch places and summon more. An incredible din arises from bullets impacting thick shields as the demonic engineers advance on the turrets. Explosions echo from outside the valley.

Talking was taking too long. When Blue Bandit had requested fire it took just under a minute for it to land. If the Summoners started conjuring simultaneously there could be over a hundred Hell Beasts by the time shells started landing.

Stealth was never an option here, for all that a part of you wants to run away until they split up. "I'm eliminating the Summoners."

Your Panoply molds itself to your need, a large firing tube, and the glow moves to reside ominously within the opening. As you've finished declaring your intentions you fire upon the Summoner.

(Panoply: 1040 Base Damage, +174 Dice, +416 Ordnance, +200 Light of Discovery = 1,830 Damage
Panoply: 1040 Base Damage, +174 Dice, +416 Ordnance, +200 Light of Discovery = 1,830 Damage

3,660 Total Damage

Demon Summoner A: 700 Resilience, +168 Dice, -140 Did Not Expect, -280 The Old One-Two = 448 Damage Reduction
Demon Summoner B: 700 Resilience, +200 Dice, +350 Indirect Hit = 1,250 Damage Reduction
Demon Captain: 900 Resilience: +304 Dice, +100 DODGE!, +450 Indirect Hit = 1,754 Damage Reduction.
Magical Girl Iron Age: 400 Base Resilience, +174 Dice, +5,000 Death Would be a Mercy = 5574 Damage Reduction
Demon Summoner A: 5788 Health
Demon Summoner B: 6590 Health
Demon Captain: 13094 Health)


The unreal rocket fires out and curves in mid air to reach the angle with the best coverage of the other demons. A twin shot follows right on its tail. The largest demon bellows a warning and flings himself out of the way as the target summoner fails to notice your attack before it strikes.

A flood of orange light spills over your targets, but is too diffuse to cause damage when it reaches the Hell Beasts.

"Good Hunting." says a voice you don't recognize on your datamine.

Everything you fired on leaps into action, the lead Summoner shoots forward, the back Summoner flies upward, the Hell Beast that aren't tangled up with one another take to the sky, and the apparent commander slings a rope that yanks him onto the back of the swiftest Hell Beast. The shield walls continue despite some commotion, the demons holding the shields not being able to see or hear while advancing.

"Could you tell me how the coordinates work for calling shots." you ask while lining up another shot on the Demon Summoner you struck before.

(Turn two Complete.)

"What exactly-." replies the voice on your datamine.

"Units. Which directions increment from magnetic north." you curtly answer what you expect his question will be.

Watching the shieldwall you think a group is forming on the interior, to try advancing on you, you think. More jars fly at a range that would put human shot putter to shame, burning down another turret and opening a side for the demons on the ground to move without shields.

The Summoners have split up. The one you hit directly still hasn't managed to spot you and is jinking around erratically. The other has moved so that a flight of Hell Beasts covers it as it flies back towards the ground where it first appeared. The one with the fancy armor is bellowing and directing the fliers.

You fire another shot to keep battering down the isolated summoner.

Something bothers you about their behaviour, why is a Summoner flying back to the spot you just blasted?

(Panoply: 1040 Base Damage, +35 Dice, +416 Ordnance, +200 Light of Discovery = 1,691 Damage
Panoply: 1040 Base Damage, +35 Dice, +416 Ordnance, +200 Light of Discovery = 1,691 Damage

3382 Total Damage

Demon Summoner A: 700 Resilience, +231 Dice, -350 Shock and Awe = 581 Damage Reduction

Demon Summoner A: 2987 Health)


With your careful timing and firing the shot connects right after the Summoner turns to face it. Orange light floods out then flares as the afterimage explodes. The Summoner dramatically throws itself to the ground, pretending to be dead, one more hit should be enough.

"It's meters, it goes up on north and east, Magnetic north is correct." answers the person on the other end after a short delay, "I already have the tunnel's location, where'd they warp in?"

"230 meters north, 410 meters east of their tunnel."

"I'll let the guns know."

(Turn three complete! 155mm Rain starts!)

Your attention might be split between the fight and talk, but it's easier than ever to keep track of everything. Since you aren't having problems tracking things you switch to target the other Summoner at the warp location, if the other one wants to play dead it's not going to do anything for a little while.

Before your long-range shot is read you're interrupted by the demon in charge lobbing a fireball at you from several hundred meters away. It's simple to avoid, but moving would spoil your shot. A quick Shift away should let you fire while avoiding damage.

Something's changed, the teleport falls short and flings you from your unintended destination towards the tunnel. You catch yourself and climb, not a moment too soon as the area near the tunnel is engulfed when hundreds of bomblets rain down.

The sound of thousands of explosions large and small fills the valley. In moments hundreds of demons are dead, falling victim to a barrage of submunitions. It doesn't keep you from noticing that another nine Hell Beasts appeared near the active Summoner. Or how the apparent leader orders his group of Hell Beasts to turn around.

(Turn Four complete!)

Infuriatingly, your ability to Shift is compromised. You can't be certain what's causing the issue, but between the Darkness' devices, your recent use of Wave Force, and the odd effect that preceded the attack there's a lot of possible problems. Flying is as fast as ever, you can still do this, you just need to carefully get within their range and kill them before they kill you.

Ire spikes as the injured Summoner flies up to join the commander. You stop climbing and twist to fire upon it.

(Full-Auto Panoply: 1,040 Base Damage, +242 Dice, Full-Auto Negated by excessive Range!, -520 Excessive Range, +200 Light of Discovery = 962 Damage
Full-Auto Panoply: 1,040 Base Damage, +242 Dice, Full-Auto Negated by excessive Range!, -520 Excessive Range, +200 Light of Discovery = 962 Damage

1,924 Total Damage

Demon Summoner A: 700 Resilience, +270 Dice, -350 Shot to Hell, +280 Evasive Action = 900 Damage Reduction

Demon Summoner A: 1963 Health)


Even it's unsteady state It very nearly slips away from from a stream of fire, but you use the afterimage attack to get a clean hit.

(Demon Captain:Eye of the Mind fails to activate (171). Attack lost to High Speed Combat!)

The commander of the group throws another fireball, but it misses by a wide margin. You flip yourself over to let the still activated side of your Panoply fire on all of them.

(Full-Auto Panoply: 1040 Base Damage, +376 Dice, Full-Auto Negated by excessive Range!, -520 Excessive Range, +200 Light of Discovery = 1,096 Damage
Full-Auto Panoply: 1040 Base Damage, +376 Dice, Full-Auto Negated by excessive Range!, -520 Excessive Range, +200 Light of Discovery = 1,096 Damage
2,192 Total Damage

Demon Summoner A: 700 Resilience, +59 Dice, -350 Really Hurting, -350 Did Not Expect = 59 Damage Reduction
Demon Captain: 900 Resilience, +93 Dice, +450 Using Mount as Cover = 1,443 Damage Reduction
Hell Beasts (x5): 200 Base Resilience, +14 Dice = 214 Damage Reduction

Demon Summoner A: Ded
Demon Captain: 12,345 Health
Hell Beasts (x5): 18,022 Health)


Your first shots strike the Summoner in what passes for it's face. It dissolves in orange light in a manner you find most satisfying. This lets your direct the rest of a rather diffuse spray at the commander's flight of Hell Beasts as he tries to direct them to cut you off.

Cacophony fills the air as another volley of shells detonates at the tunnel. There's magic being worked there, you can see strands of Earth gathering.

The remaining Summoner unleashes a vast amount of darkness. You count 44 Hell Beasts around the Summoner and 5 following the demon commander. The ones on the ground seem rather perplexed about what they should be doing.

Then an unlucky Hell Beasts vanishes as a shell hits it.

(155mm HE Shell: 3,000 Base Damage, No Dice, +1,500 Survivor of Hope, +1,200 Ordnance = 5,700 Total Damage

Hell Beast 1: 200 Base Resilience, +37 Dice, -25,000 Internal Denotation = 24763 Extra Damage
Demon Summoner: 700 Base Resilience, +68 Dice, +2,000 Behind Seven ProxiesHell Beasts = 2,768 Damage Reduction
Hell Beast (x20): 200 Base Resilience, +37 Dice, -500 Gibs as Shrapnel = 263 Extra Damage

Hell Beast: Gone
Demon Summoner: 3,658 Health
Hell Beasts (x20): 14,037 Health)


(Turn Five complete!)

The effect is devastating. Four Hell Beasts remain on the ground with shredded wings as everything else takes to the air. You have your pick of targets.
----

Status of Forces
Magical Girl Summit: Unharmed. Benefiting from Zeal of Light.
Unnamed Demon Captain: 12345 Health. Active
Demon Summoner: 3658 Health, Running
Captain's flight of 5 Hell Beasts: 18022 Health. Active
4 Crippled Hell Beasts: Basically dead from incoming artillery.
16 Injured Hell Beasts: 14037 Health. Active
21 Lucky Uninjured Hell Beasts: 20000 Health
Demon Footsoldier Force: Annihilated.
(Artillery is being retargeted to the main battle, 155mm Rain ends on first turn of next update.)

Reinforcements Choice:

[X] [Backup] War Angel Laurence (Now)
Had a haste spell cast on him so he could fly over swiftly. Elite War Angel with a holy sword.

[X] [Backup] Fairy Support Team (Later-ish)
A trio of battle-trained, yet untested, fairy battle mages pulled from supporting the forces at Moral High Ground. Possesses an Anti-Air Synch spell.

[X] [Backup] Magical Girl Destined Lightning (Later-ish)
Volunteered to detach herself from ACES HIGH to help you. Very fast.

[X] [Backup] Special forces with experimental equipment and two helicopters.(Later-ish)
A ten-man team with jump-pack equipped power armor and air support. They were already airborne when trouble started.

[X] [Backup] Still on the way, Hold on! (EXP bonus if you win, better reinforcement choices if you survive)


[X] Plan?

Things of note:
Keeping the Summoners away from their entry point stops them from summoning.
There's enough Hell Beasts to be a major problem if a wave gets away from you.
The Captain is being really aggravating, and you're pretty sure he knows it.
There's something still in the tunnel, you expect they have a plan to exit despite the artillery. Which is going to become much less intense shortly.


+10 EXP Doing great for the staying alive part!
+1 EXP Zealous assault
+50 EXP 322 Dead Footsoldiers (50 Max give EXP!)
+20 EXP 155mm Shells are a girl's best friend
+75 EXP Killed a Demon Summoner
+5 EXP 180 Noscope
+50 EXP 5 Defeated Hell Beasts

22 + 191 = 233 Total EXP

[X] EXP Plan?
 
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Demon Summoner A: 700 Resilience, +168 Dice, -140 Did Not Expect, -280 The Old One-Two = 448 Damage Reduction
Demon Summoner B: 700 Resilience, +200 Dice, +350 Indirect Hit = 1,250 Damage Reduction
Demon Captain: 900 Resilience: +304 Dice, +100 DODGE!, +450 Indirect Hit = 1,754 Damage Reduction.
Magical Girl Iron Age: 400 Base Resilience, +174 Dice, +5,000 Death Would be a Mercy = 5574 Damage Reduction
Demon Summoner A: 5788 Health
Demon Summoner B: 6590 Health
Demon Captain: 13094 Health)
So we decided this will be a thing in the workshop. Thanks for idea @kelllogo :V

As for the update...


I'm torn between Destined Lightning and Lawrence for backup.

But with the way things have been going so far, the only real reason we'd need backup is to keep the Hellbeasts from escaping their gibbing.

Choices choices... Lemme think on this then I'll post a plan.
 
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