Under the Open Sky (CWMGQ Spinoff)

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?

Ugh. It sucks that we didn't get both of the Dark Star Summoners. If they were both gone, I would be much more confident in our ability to hold alone. But nooooo. We didn't get both of them. Without the ability for this force to get reinforced by the Summoners or from the Tunnel, it's a minor issue. It would be nothing more than burning a few minutes to hunt down and kill every Demon in the area. Hmm.

I'm thinking that the plan of attack should roughly follow up to what the winning plan was trying to do. We need to cut off the reinforcements that are arriving. To that end, we need to do three things, kill the remaining Summoner, use Wave Force on the teleport homer, and destroy the tunnel. We have an opportunity to do the first two in a single action by using Wave Force on the group concentrated at the homing beacon, but doing so would leave us in the line of fine from the artillery unless we're really fast about it. We could try to do it on the second turn, but then there wouldn't be a guarantee that the Summoner and the Hell Beasts would still be there. If I knew 155 mm shells were coming, I sure as hell wouldn't want to be in the blast radius. Gah. I don't know if we could get that juicy target of opportunity. If arty wasn't coming, I'd be all for it despite how risky it would be.

Have a plan. I'm gonna need advice and suggestions though to try to improve it.

[X] Plan Drive By Shooter
-[X] Kill the Summoner with Ordnance and Multi-shot. Seriously, it needs to go.
--[X] If the Summoner is somehow still alive after Turn 6, switch to Multi-shot and Full-Auto and begin maneuvering to avoid getting pinned down by Hell Beasts.
-[X] Use Wave Force on the spot where the Summoners were bringing in reinforcements to destroy the Teleport Homer.
-[X] Collapse the tunnel using Wave Force.
-[X] A downed Hell Beast is a dead Hell Beast, or will be shortly. Rip off their wings to render them impotent.
-[X] Kill the Captain after reinforcements are cut off.
--[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. Even though Shift is unreliable at the moment, getting thrown off course is better than taking a hit from that spear.
--[X] Lay out the pain train. Full-auto/Multi-shot with any remaining actions.

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

[X] [EXP] Plan Nameless (200 XP)
-[X] Spell Boost (40 XP)
-[X] Mana Bolts (50 XP)
-[X] Rain of Blows (40 XP)
-[X] Multi-shot (60 XP)
-[X] Diamond Mind Level 2 (10 XP)
 
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Have a plan. I'm gonna need advice and suggestions though to try to improve it.
Well, if your plan includes purchasing the Mana Bolts spell and Spell Boost, it might be worth abusing the fact that the commander's ability currently lets us fling multiple spells per turn.

If doing that, it would probably be worth redirecting some EXP to get Mana Bolts to level 5.
 
To that end, we need to do three things, kill the remaining Summoner, use Wave Force on the teleport homer, and destroy the tunnel.

If we need to beat the Artillery to the kill; doesn't that mean that if we don't take the action they still die.

Unless the summoner is standing still in a specific place it can't summon? Focus fire on the Captain's flight of Hellbeasts aim to cripple their wings.

There are what 46 Hellbeasts on the ground and forty hell beasts getting away from us is supposed to be a lose condition. Focus on crippling their mobility and driving them away from the town. Switch to hitting the summoner if it stops running but while it's running it can't summon.
 
Have a plan. I'm gonna need advice and suggestions though to try to improve it.
Ordnance gives a bonus long range, extra damage attack when you stay still for your turn. I'm not sure that's what you want to do while two score angry Hell Beasts are trying to tear Summit to ribbons.

EDIT: Edited last story post to include battle music. 2 AM kelllogo writes fast but is sloppy as hell.
 
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I've been thinking this is XP only.

We have 233 XP the thing I want the most is Flawless Interruption for-210xp. The problem is right now if we bought it. It wouldn't do anything, because their is no one to protect. I have a question which if answered might change what we want to buy.

Does Summit know if increasing Shift to a higher level will allow her to teleport past the interference and restore her teleportation.

Our ability to rapid teleport across the battle is one of our best skills. It's currently locked down because of dimensional weirdness, but if we spent I think it's 150 XP for the two levels. We could raise it from seven to nine, and still have enough to buy Multi shot for 50 XP. Would it be worth it I don't know but being able to teleport again is useful enough that if we get a positive answer we should think about it.
 
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I've been thinking this is XP only.

We have 233 XP the thing I want the most is Flawless Interruption for-210xp. The problem is right now if we bought it. It wouldn't do anything, because their is no one to protect. I have a question which if answered might change what we want to buy.

Does Summit know if increasing Shift to a higher level will allow her to teleport past the interference and restore her teleportation.

Our ability to rapid teleport across the battle is one of our best skills. It's currently locked down because of dimensional weirdness, but if we spent I think it's 150 XP for the two levels. We could raise it from seven to nine, and still have enough to buy Multi shot for 50 XP. Would it be worth it I don't know but being able to teleport again is useful enough that if we get a positive answer we should think about it.
considering the doylist reason it's locked down is "it would make things too easy", probably not.
 
considering the doylist reason it's locked down is "it would make things too easy", probably not.
Summit is able to push through the geo effects that are suppose to prevent teleportation, but there are a lot of them (Magic Binary area effects, Leyline management, Heavenly Magictech, the inhibitor machine Signals was using...). At the moment there are a few more than usual and the 'fuel' Summit uses was mostly used up when she cast Wave Force. You can still try to use it, but it's always going to yank you towards the teleport homer and accelerate you in a random direction.

As an aside, trying to use the dimensional hop effect of Gating will only ever land you on the Dark's staging area. That's true for nearly all dimensional travel effects that don't have a gate on the receiving end, the people who set up this fort really didn't want anything getting past.
 
Ordnance gives a bonus long range, extra damage attack when you stay still for your turn. I'm not sure that's what you want to do while two score angry Hell Beasts are trying to tear Summit to ribbons.
Well, I'm pretty sure, we'll only need one more turn to kill the Summoner. Afterwards, it'd be pretty easy to start aerial maneuvers and nickel and dime the Hell Beasts to death. I'll make a slight adjustment to the plan though.

Also, to the people voting for me, thanks for the vote of confidence!

Edit: Made the edit to the plan. Added the following to it. '--[] If the Summoner is somehow still alive after Turn 6, switch to Multi-shot and Full-Auto and begin maneuvering to avoid getting pinned down by Hell Beasts.'
 
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Inserted tally

Ability Ladder Purchase!

Spell Boost

Spell Boost added to Ability list.
Spell Boost adds a weapon's Base Damage and Magic Modifier to a spell.
Ability Ladder Purchase!

Mana Bolts
-A short blast of purely magical projectiles
Level 1
Base Damage: N/A
Magic Modifier: 75
Affinity: Magic
Ability: Double Cast
Ability Ladder Purchase!

Rain of Blows

Rain of Blows added to Ability list.
Rain of Blows gives five damage ticks at 20% of Base Damage. Analogous to Full-Auto, but for melee attacks.
Ability Ladder Purchase!

Multi Shot

Multi Shot Added to Ability list.
Multi Shot causes an attack to take effect three times when used, tripling damage output.
Ability Upgraded!

Diamond Mind
Level 1 --> 2

-Allows thinking 20 times faster than the human baseline. Doesn't help with people.

Diamond Mind is currently Capped! Cannot be upgraded from Level 2!

43 EXP Remaining.
Adhoc vote count started by kelllogo on Apr 27, 2017 at 10:14 PM, finished with 642 posts and 4 votes.

  • [X] Plan Drive By Shooter
    -[X] Kill the Summoner with Ordnance and Multi-shot. Seriously, it needs to go.
    --[X] If the Summoner is somehow still alive after Turn 6, switch to Multi-shot and Full-Auto and begin maneuvering to avoid getting pinned down by Hell Beasts.
    -[X] Use Wave Force on the spot where the Summoners were bringing in reinforcements to destroy the Teleport Homer.
    -[X] Collapse the tunnel using Wave Force.
    -[X] A downed Hell Beast is a dead Hell Beast, or will be shortly. Rip off their wings to render them impotent.
    -[X] Kill the Captain after reinforcements are cut off.
    --[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. Even though Shift is unreliable at the moment, getting thrown off course is better than taking a hit from that spear.
    --[X] Lay out the pain train. Full-auto/Multi-shot with any remaining actions.
    [X] [Backup] Still on the way, Hold on! (EXP bonus if you win, better reinforcement choices if you survive)
    [X] [EXP] Plan Nameless (200 XP)
    -[X] Spell Boost (40 XP)
    -[X] Mana Bolts (50 XP)
    -[X] Rain of Blows (40 XP)
    -[X] Multi-shot (60 XP)
    -[X] Diamond Mind Level 2 (10 XP)
 
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Crossworlds 9.3
Whatever might emerge from the tunnels is something to worry about later, you have to deal with the summoner now before something can drag your attention away from it. The artillery is still falling in bursts, now is the time to take risks while most of the Hell Beasts are still in disarray. The world slows as you plan out your shot, you take in the whole battle and track an incoming shell, you'll use that as a cue to focus your Panoply into another powerful shot. As it falls you plot out where you'll land to avoid the captain's group that was diving at you.

The shell lands and explodes near the grounded Hell Beasts, you twist space to adjust course and drop like a stone when your Panoply shifts from flight mode into it's cannon configuration. The diving group of Hell Beasts shoot an uncoordinated series of shots and the captain throws his spear at you, everything misses, but the spear was distressingly close and sent a jolt of pain through you just by being thrown near you.

Was the spear crying?

(Eye of the Mind check: 244. Attack Negated by Inhuman Skill!)

Another two shells land before you strike the ground with jarring force. The time spent falling was enough to charge an attack, and the spot you landed on had a bead on the last Summoner.

(Panoply: 1040 Base Damage, +375 Dice, +416 Ordnance, +200 Light of Discovery, +104 Smooth as Silk = 2135 Damage
Panoply: 1040 Base Damage, +375 Dice, +416 Ordnance, +200 Light of Discovery, +104 Smooth as Silk = 2135 Damage
Panoply: 1040 Base Damage, +375 Dice, +416 Ordnance, +200 Light of Discovery, +104 Smooth as Silk = 2135 Damage

6405 Total Damage

Demon Summoner: 700 Resilience, +152 Dice, +100 Evasive Action = 952 Damage Reduction

Demon Summoner: -1795 Health)


Your attack has changed since the last time you used it. Instead of a ghostly rocker made of orange light it's an incredibly bright spark that rushes towards your target, and then explodes like a deadly firework, filling the surroundings with sparks.

There's nothing remaining of the Demon Summoner when the sparks clear.

(Turn Six complete! 155mm Rain deactivates next turn.)

All the extra destructive power you find yourself with it does come at the cost of what subtlety you could have claimed to possess. The airborne Hell Beasts all maneuver to converge on you, either out of bloodlust or some sense that you might be standing on a location not being shelled.

Which is a reason to avoid the entry area for the next little bit. You take to the air and charge at the Captain's group. Said demon has somehow gotten his spear back, it emits piercing cries as he prepares to throw.

You unleash a torrent of light on him and his entire flight of Hell Beasts. Shots slam against every part of your targets.

(Panoply: 1040 Base Damage, +512 Dice, +208 Full-Auto, +208 Full-Auto, +208 Full-Auto, +208 Full-Auto, +208 Full-Auto, +200 Light of Discovery = 2792 Damage
Panoply: 1040 Base Damage, +512 Dice, +208 Full-Auto, +208 Full-Auto, +208 Full-Auto, +208 Full-Auto, +208 Full-Auto, +200 Light of Discovery = 2792 Damage
Panoply: 1040 Base Damage, +512 Dice, +208 Full-Auto, +208 Full-Auto, +208 Full-Auto, +208 Full-Auto, +208 Full-Auto, +200 Light of Discovery = 2792 Damage

8376 Total Damage

Demon Captain: 900 Base Resilience, +157 Dice, -200 No Shelter = 857 Damage Reduction
Hell Beasts (x5): 200 Base Resilience, +81 Dice, -200 Withering Fire = 81 Damage Reduction
Iron Age: 400 Base Resilience, +150 Dice, +5000 Death Would be a Mercy, +2000 Small Target = 7550 Damage Reduction
Demon Captain: 4826 Health
Hell Beasts: 9727 Health
Shrieking Spear?: 3174 Health)


You pass through them as a destroying angel. Behind you the Hell Beasts begin falling from the sky with shredded wings. The demon Captain's armor is cracked in a dozen places and dripping in his blood. And the spear's sound rises to an ear-splitting pitch before it fires a chain at you.

(Shrieking Spear casts Binding Challenge! Summit cannot move away from the spear!)

The chain latches onto your shoulder and you are pulled by an irresistible force yanking you downward. Try as you might the distance between you and the captain decreases. In an attempt to move away from a pack of injured, angry, ground Hell Beasts and whatever bad mojo the spear has you Shift-.

The world twists and you are pulled by the still-present connection right back towards the infuriating captain. You react to his intent and whip a thin strand from your Panoply to disrupt his aim while both of you are still in the air. He keeps hold of his spear, and moves his hand to yank on the chain lashing the two of you together. The falling Hell Beasts fall around you with graceless thuds.

A pair of landing shells detonate as you hit the ground once more. Your foe landed before you, somehow managing to use the hanging chain to cushion his fall and draw closer to you. Another torrent of light shoots froth to end his attacks.

With a shriek of tortured metal filaments extend from the spear to shelter its holder, leaving him intact. A quick retargeting strikes the surrounding Hell Beasts before they can consider blasting you.

(Panoply: 1040 Base Damage, +359 Dice, +208 Full Auto, +208 Full Auto, +208 Full Auto, +208 Full Auto, +208 Full Auto, +200 Light of Discovery = 2639 Damage
Panoply: 1040 Base Damage, +359 Dice, +208 Full Auto, +208 Full Auto, +208 Full Auto, +208 Full Auto, +208 Full Auto, +200 Light of Discovery = 2639 Damage
Panoply: 1040 Base Damage, +359 Dice, +208 Full Auto, +208 Full Auto, +208 Full Auto, +208 Full Auto, +208 Full Auto, +200 Light of Discovery = 2639 Damage

7917 Total Damage

Intercept!

???: 700 Base Damage, +125 Dice, + 1400 Magical Girl Slayer = 2225 Damage
Panoply wins: 5682 Intercept Damage
???: 400 Resilience, +118 Dice, +5000 Death Would be a Mercy = 5518 Damage Reduction

164 End Damage

Shrieking Spear: 3010 Health

Hell Beast (x5): 200 Resilience, +70 Dice, -500, Uncontrolled Landing, -2000 ...The Harder They Fall = 2230 Extra Damage

10147 End Damage

Hell Beast (x5): -420 Health)


"You've ruined everything Anna, but your head will be enough to get me out of this mess." snarls the demon, he shakes his spear for emphasis, "Now that my weapon has finally awoken you are about to die."

"Summit! Are you alright?" a voice asks through your datamine's speaker.

"Yes, this will be over shortly." You reply.

(Turn Seven complete!)

The distance narrows as you close the distance between you and the captain, he seems caught off guard by this. The chain hooking you vanishes back into the spear as you fire upon him again.

Your new ability to fire a vast amount of shots makes you more powerful than you've ever been, and you will need the volume of fire to deal with the Hell Beasts already diving at you. With luck the close quarters fire will keep whatever his weapon is doing from protecting him.

(Panoply: 1040 Base Damage, +411 Dice, +208 Full Auto, +208 Full Auto, +208 Full Auto, +208 Full Auto, +208 Full Auto, +200 Light of Discovery, +208 Point Blank = 2899 Damage
Panoply: 1040 Base Damage, +411 Dice, +208 Full Auto, +208 Full Auto, +208 Full Auto, +208 Full Auto, +208 Full Auto, +200 Light of Discovery, +208 Point Blank = 2899 Damage
Panoply: 1040 Base Damage, +411 Dice, +208 Full Auto, +208 Full Auto, +208 Full Auto, +208 Full Auto, +208 Full Auto, +200 Light of Discovery, +208 Point Blank = 2899 Damage

8697 Total Damage

Intercept!

???: 700 Base Damage, +67 Dice, +1400 Magical Girl Slayer, -700 High Speed Attacker = 1467 Damage
Panoply wins: 7221 Intercept Damage
???: 400 Resilience, +195 Dice, +5000 Death Would be a Mercy = 5595 Damage Reduction

1626 End Damage

Shrieking Spear: 1384 Health)


It doesn't quite work, but the filaments that snake out stretch as you circle to his left. The only thing left in his hand when you stop firing is the chain that still connects to you.

He gestures with his free hand, but a quick adjustment of local space has you sliding underneath him as the fireball appears. It detonates harmlessly on the ground.

(Eye of the Mind check: 34! Attack Negated by Inhuman Skill!)

Without slowing down you resuming firing. Something is bound to give soon, and it's never been you.

(Panoply: 1040 Base Damage, +463 Dice, +208 Full Auto, +208 Full Auto, +208 Full Auto, +208 Full Auto, +208 Full Auto, +200 Light of Discovery, +208 Point Blank = 2951 Damage
Panoply: 1040 Base Damage, +411 Dice, +208 Full Auto, +208 Full Auto, +208 Full Auto, +208 Full Auto, +208 Full Auto, +200 Light of Discovery, +208 Point Blank = 2951 Damage
Panoply: 1040 Base Damage, +411 Dice, +208 Full Auto, +208 Full Auto, +208 Full Auto, +208 Full Auto, +208 Full Auto, +200 Light of Discovery, +208 Point Blank = 2951 Damage

8853 Total Damage

Intercept!

???: 700 Base Damage, +64 Dice, +1400 Magical Girl Slayer, -1400 Under Sustained Assault = 764 Damage
Panoply wins: 8089 Intercept Damage
???: 400 Resilience, +127 Dice, +5000 Death Would be a Mercy = 5527 Damage Reduction

2562 End Damage

Shrieking Spear: -1178 Health)


The keening noise of the spear rises as it blocks shot after shot, then abruptly goes silent as the magic vanishes. As the demon staggers from the remaining shots you dispatch him with a sharp spike of your Panoply.

Now for what's left of the Hell Beasts. Forty-one of them are still flying. Pressingly, more than a dozen are diving for you, baleful flames loosed from their jaws.

(Hellfire: 1500 Base Damage, +38 Dice = 1538 Damage

Summit: 680 Resilience, +501 Dice, +230 Reactive Field = 1411 Damage Reduction
127 Damage

Hellfire: 1500 Base Damage, +470 Dice = 1970 Damage

Summit: 680 Resilience, +329 Dice, +295 Reactive Field = 1304 Damage Reduction
666 Damage

Hellfire: 1500 Base Damage, +33 Dice = 1533 Damage

Summit: 680 Resilience, +90 Dice, +229 Reactive Field = 999 Damage Reduction
534 Damage

Hellfire: 1500 Base Damage, +30 Dice = 1530 Damage

Summit: 680 Resilience, +354 Dice, +229 Reactive Field = 1263 Damage Reduction
267 Damage

Hellfire: 1500 Base Damage, +210 Dice = 1710 Damage

Summit: 680 Resilience, +137 Dice, +256 Reactive Field = 1073 Damage Reduction
637 Damage

2231 End Damage

50% I Shall Not Fall

1116 Final End Damage

Summit: 3104 Health)


Many shots go wild, but you're far too close to many of the explosions and are engulfed by wild energies. Green light appears around you to deflect some of the force. It's not enough to block the full force of their attack, parts of your Panoply flake off as the magic scorches it to useless slag. You reform your weapons and prepare to resume the attack.

(Turn Eight complete!)

Once in the air you fly in a tight backwards spiral while firing upon all the Hell Beasts that are attacking you. Their movements are constrained by needing to pull out of the dive and you line up shots at the base of their wings. In moments they've been grounded with tattered wings. Unfortunately all of them were quite close to the ground when you attacked.

(Combat Summary:
Hell Beast (x16): 7257 Health, Flight Disabled)

The remaining fliers are in two roughly even groups and flying away from you. The way is finally clear for you to reach the location everything teleported in from. You have a hunch that an application of Wave Force will destroy whatever effect allowed it in the first place, and hopefully clear some of the tension in reality that's messing with your Shifting.

The fellow you were talking to, was his name Maybe? Might want to know what you've done so far. You remove your datamine from where you had secured it.

"I've killed the summoners and their leader. I'm going to try something to stop them from teleporting in more."

"Are you alright?"

"I got a little cooked, but I'm okay."

"Oh, good. I was worried the other shoe was about to drop. "

He was still talking when a huge stone flew out of the tunnel entrance and made a magically assisted turn to hit the last turret that could fire on that area. Enormous spiders (Dwarves, Legend) pile out with cloaked demons (Chaos) riding them. Large platforms of stone hover to cover them when they exit. And the site the Summoners had used has a haze appear over it.

You suspect the other shoe has just dropped.


A huge creature appears. It looks something like an eight-foot diameter millipede with an octopus for a head. It immediately begins shouting.
**RUN!
"Zael! What are you doing! You only have one…." it stops and looks around.

For the moment it doesn't seem to have noticed you. Something you expect will change as soon as it decides to look up.

"Oh, you're dead. WHY ARE YOU DEAD!"

You should probably do something before it notices you.
(Turn Nine complete!)

----

Status of Forces
Magical Girl Summit: 3104 Health. Benefiting from Zeal of Light (May cast multiple spells a turn, allow Synchronizing spells with other Magical Girls).
Magical Girl Iron Age: Dead
Demon Captain: Dead
Demon Summoners: Dead
Hell Beasts: 10 Dead, 16 Injured (7257 Health) and grounded, 21 Disorganized and flying away.
Demonic Supervisor: Uninjured, increasingly agitated.
Zombie Spider Cavalry: 9 present with attached Caster support.

Reinforcement Choice (You may specify in your plan when you would like them to show up):

[X][Backup] Angel Laurence's Flight.
War Angels Laurence, Tabitha, Shamed, and Abaddon arrive with haste spells active.

[X][Backup] Team LOTUS
Sumire Saber and Sakura Saber are warped in by the Emissaries of Light. It was anticipated that they could stop the effect that allows reinforcements to warped in by United Darkness.

[X][Backup] Machine Code's Rocket-Deployed Hover Drones.
A baker's dozen of Machine Code's latest experiment. Fragile, but flies quickly and is armed with a potent gun based on Heaven's magitech.

[X][Backup] Squad of Fairy Battle Mages.
Eight seasoned Battle Mages of complementary Affinities. Regrettably lacking in METEOR, but otherwise quite potent.

[X][Backup] "They'll be there in a minute, I swear!" (I hope you know what you're doing. Bonus EXP.)


[X] Plan?

Things of note:
You probably want to base your plan on the reinforcements rather than Summit :V

+150 EXP Killed Zael!
+50 EXP Cleared out demonic leaders. Lone Wolf Bonus
+50 EXP Sent Magical Girl Iron Age to her rest
+75 EXP Killed a Demon Summoner
+50 EXP Killed 5 Hell Beasts
+25 EXP Boss Arrives
400 + 43 = 443 Total EXP

[X] [EXP] EXP Plan?
 
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:p Triple Posting for the win!

(United Darkness) Unnamed Demon Supervisor?

Stats
Health: 80,000
Base Damage: 6,000
Base Resilience: 2,250
Magic Modifier: 4,500
Affinity: Chaos | Water
Weapon
Slam
Level 15
Attacks Per Turn: 4
Affinity: Chaos
Ability: Double Hit | Juggernaut

Venom Spit
Level 15
Attacks Per Turn: 1
Affinities: Chaos | Water
Ability: Poison | Freeze | Bind
Spells
Hellfire
Level 20
Base Damage: 6,000
Magic Modifier: 2,000
Affinity: Chaos
Abilities: Detonate | Melt
Ability

Large Enemy
-Take 50% less damage from smaller enemies.

Gathering Wrath
-???

Toxic Blood
-???

Overwhelm (Slam)
-If an incoming attack is caught, intercept the attack with Slam. When intercepting an attack, increase Slam's damage by 75% of your opponent's Base Damage. If Slam's damage is higher, negate the attack, and deal the difference in unblockable damage. If Slam's damage is exceeded, reduce incoming damage by yours before calculation.

Joy in Slaughter
-Deal +150% Damage to creatures smaller than you. If you killed something on your last turn deal +150% more damage.

Ever-Twisting Flesh
-???



Zombie Spider

Stats

Health: 3,000
Base Damage: 700
Base Resilience: 450
Magic Modifier: N/A

Affinity: Dwarves | Legend
Weapon

Chelicerae
Level 10
Attacks Per Turn: 2
Affinities: Legend
Ability: Vampire | Poison
Spells

Web Spit
Level N/A
Base Damage: N/A
Magic Modifier: N/A
Affinity: Dwarves
Ability: Stun
Abilities

Huge Enemy
-Zombie Sipiders takes 75% less damage from smaller enemies.

Creepy Crawly
-Zombie Spiders may walk on all surfaces as if they were flat ground. They are immune to terrain modifiers.
 
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The thread showed approximately zero interest in saving her and the outlined plan didn't give me a way to fudge it without making a major deviation from it.

She was the poor girl that got turned into the spear by the way. It had Magical Girl Slayer because it was made from a Magical Girl.

wait, she was savable? huh. I think most of us kind of just assumed if she was savable she'd survive when we killed her wilder. we had no reason to know about her forced intercept ability.
 
I'm thinking we wave-force the homer, then let the Angels arrive.
War angels seem like the best bet here, as the supervisor has the Large Enemy and Joy in Slaughter going on. Since War angels are of a similar size they shouldn't count as smaller enemies. On the other hand Team Lotus would let us sync up spells to do something interesting. Faries and drones are too small and squishy to be helpful right now.
 
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