Under the Open Sky (CWMGQ Spinoff)

d'you want spells or abilities?
And personal things or stuff for applying to others?
Abilities, mostly. With an emphasis on personal things as I feel the current toolkit for others is about where I want it (make someone safer with Guardian Touch, fearlessly interpose between someone and harm, smite those who attack others).

Right now Summit has the repeatable upgrades to all things defense on multiples of five and a couple of one-offs that make a defensive Panoply Ability permanent. The other bits (Emblem of Endurance and To Defy the Gods) are more in the Implacable section in my head.
 
Hmm...

Masterful Dodge
-Spend two Actions to avoid an opponent's action.

Now she can actually Capital-D Dodge instead of little letters dodging. :p

I'll think of more later, a tad distracted right now, don't want to over-multitask.
 
Hmm...



Now she can actually Capital-D Dodge instead of little letters dodging. :p

I'll think of more later, a tad distracted right now, don't want to over-multitask.
A Skilled variant that works against Spells? Yes, please!
Abilities, mostly. With an emphasis on personal things as I feel the current toolkit for others is about where I want it (make someone safer with Guardian Touch, fearlessly interpose between someone and harm, smite those who attack others).

Right now Summit has the repeatable upgrades to all things defense on multiples of five and a couple of one-offs that make a defensive Panoply Ability permanent. The other bits (Emblem of Endurance and To Defy the Gods) are more in the Implacable section in my head.
How about an Ability that makes friendly fire impossible?
 
A Skilled variant that works against Spells? Yes, please!
...Actually now that I think of it she should probably start with Skillful Dodge (sacrifice four attacks), that's the start of the Dodge chain.
Slipped my mind that Dodge works on spells, was mostly thinking about how there are abilities that specifically screw over one or the other, but if you have both then that's a better safety net.
 
Looks like a sidegrade of Skill abilities to me. Better chances of avoiding Bad Stuff if you get out of the way, but worse at trying to keep a maiden in distress from getting skewered.

And some spells may hit anyways depending...
Skilled and Dodge are basically sidegrades of each-other. Dodge won't let you stop someone from attacking someone else, but unless they have something that can't be dodged there's shit all they can do to you personally (See: James and his special brand of bullshit).
On the other side of the coin, Skill can negate stuff aimed at other people, but it won't let you protect yourself from spells without special snowflake versions of the ability, and there's still stuff out there that goes "fuck attack negation specifically".
 
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So what about my idea, a passive ability that protects Summit or her allies from friendly fire?
Summit's pretty good at not hitting her allies, assuming you're not rocking Collateral Damage and some kind of Multi-hit. So an Ability to keep her from hitting her allies is a little redundant. The other side of that, keeping Summit from getting hurt by friendly fire, doesn't quite feel like a Protection effect to me. I'd call that a high-to-mid tier Assault/Conquest/Rule Ability.

I'm not eager to hand out something that would let Summit survive being a METEOR beacon. (Fun fact: The synch spell Flare that the Emissaries of Light have inflicts no friendly fire. Just try not to touch something that is getting hit.)

Maybe if Omnipresent or Apocalypse start showing up...
 
Summit's pretty good at not hitting her allies, assuming you're not rocking Collateral Damage and some kind of Multi-hit. So an Ability to keep her from hitting her allies is a little redundant. The other side of that, keeping Summit from getting hurt by friendly fire, doesn't quite feel like a Protection effect to me. I'd call that a high-to-mid tier Assault/Conquest/Rule Ability.

I'm not eager to hand out something that would let Summit survive being a METEOR beacon. (Fun fact: The synch spell Flare that the Emissaries of Light have inflicts no friendly fire. Just try not to touch something that is getting hit.)

Maybe if Omnipresent or Apocalypse start showing up...
I meant more so that she can go all out without worrying about accidentally killing allies :V
 
I meant more so that she can go all out without worrying about accidentally killing allies :V
...You can already do that?

Like, Summit can dive into the middle of a dozen Counter Force soldiers about to be sacrificed in some dark ritual and fire off Full-Auto without the rescuees getting more than a light burn. High Speed Combat and Inhuman Skill mean she's crazy good at that sort of thing. How much more "All Out" can you go?

Wait... you want to use Wave Force without needing to check downrange, don't you?
 
Y'know what we need to do once this fight is over? Track down Sumire Saber and have her teach us how to Mirroring Blade.
 
Abilities, mostly. With an emphasis on personal things as I feel the current toolkit for others is about where I want it (make someone safer with Guardian Touch, fearlessly interpose between someone and harm, smite those who attack others).
I'm going to repost two of the ideas I put up before, because these seem to fit what you were looking for. One of them is a "best defense" style attack that makes attacking Anna more costly for opponents. The other allows her to trade actions for defense (which, given Ceaseless Warrior is only a slight concern)
Well, Impeller is able to be reflective in BAHSCQ
Warp Countering
When Intercepting an attack at yourself, <45+5*lvl>% damage countered by resilience and the intercepting attack is reflected towards the attacker.

And Anna does have specific types of dynamos (and the "Selective Nullification" Impeller skill), maybe we could get that reflected?
Dynamic Defense
Spend an action to gain an additional 5 percentage points of Aegis Field versus attacks with a certain affinity. Limited <lvl> stacks total and <lvl/5 +1> stacks per affinity

And I'll modify another one of my ideas for Anna's use alone.
Hit Elsewhere
When intercepting, Summit can use the effects of Elsewhere to increase resilience against directed(focused) or kinetic attacks, up to <X>. Limited in effectiveness versus non-kinetic attacks or attacks that affect a wide area.
 
I'm loath to put hard Abilities attached to the space warping talents. For one Summit has a pretty complex defense suite already and I don't want to add anything else tricky to it right now, and an option to spend actions for defensive benefits is tricky. Also she gets a number of soft benefits from showing off her abilities, like resuming stealth.

There's a bit of an idea for blocking Affinities Summit understands, perhaps linked to Peerless...
 
Crossworlds #10 Starlancer
For a moment, a glorious moment, everything makes sense. Everything is as it should be.

You stand before despicable beings, they cannot escape. You push yourself through malign magic, it cannot stop you. You are between the weapons of the enemy and others, they will not come to harm.

A hundred visions try to distract you. Your eyes would be useless even if you hadn't covered them. But eyes haven't been necessary for years. You lash out, following the one vision where the Horror of the furies binding you shines true.

Your Panoply darts outs as a roiling mass. Spikes, rotors, and slabs explode outward from its surface after you whip it at screaming figure with her barbs around your left leg. It isn't reckless, not quite, you hold back enough to react, should any prove capable.

(Crushing Panoply: 1040 Base Damage, +155 Dice, -77 Curse, +270 Indulging RAGE, +600 Horrific Speed Gap, +200 Light of Discovery, x3 CRUSH = 6564 Damage

Fury #1: 200 Resilience, +357 Dice, -50 Casting, -25 All in a row = 482 Damage Reduction

6082 End Damage

Fury #1: 5000 - 6082 = -1082 Health

Being of Spite Triggers!

Scourge: Attack Negated by Inhuman Skill!)


A wise precaution, as her dying act is a surge of power trying to yank the whip. Quick action sees you grab it and yank as well, snapping it. The targeted fury falls from where she was hovering, her torso caved in by your attack.

This takes just enough time that you have to react to the lead fury before resuming your attacks. An extension of your Panoply taps near the base of her swing makes the barbs swerve wildly away.

(Scourge: Attack Negated by Inhuman Skill)

The voices accusing you have become more shrill when you hurl another attack. Just like the first: Swing, expand, crush, counter. Another of your assailants falls in a spray of black blood. A bolt of lightning illuminating the sky as she falls.

(Crushing Panoply: 1040 Base Damage, +369 Dice, -184 Curse, +270 Indulging RAGE, +600 Horrific Speed Gap, +200 Light of Discovery, x3 CRUSH = 6885 Damage

Fury #2:200 Resilience, +71 Dice, -50 Casting = 221 Damage Reduction

6664 End Damage

Fury #2: 5000 - 6664 = -1664 Health

Being of Spite Triggers!

Scourge: Attack Negated by Inhuman Skill!)


The ones remaining abandon their efforts to curse and hold you, opting to release you and fly-- towards you?

No. The stealth function of Cook and Shah's power armor stopped the raindrops from splattering, but the hailstones bouncing off of them made an outline. The furies were trying to dart past you and attack weaker foes. None would make it past you.

With a retraction of material your Panoply twists to impact the skull of one of the diving furies. The thin tendril ballooning to the size of a chair once it has gotten up to speed, right before it impacts.

It's enough to send bits flying when it impacts. A dark rain follows the downed fury as her headless body directs it's whip towards you.

Shrinking back your Panoply gives you a spike to send back at the-

"Twilight." a voice murmurs, just at the edge of your hearing.

(Crushing Panoply: 1040 Base Damage, +337 Dice -168 Curse, +270 Indulging RAGE, +600 Horrific Speed Gap, +200 Light of Discovery, x3 CRUSH = 6837 Damage

Fury #3: 200 Resilience, +89 Dice, +50 Evasive Action = 349 Damage Reduction

6488 End Damage

Fury #3: 5000 - 6488 = -1488 Health

Twilight: N/A Base Damage, +237 Dice = 237 Damage

Wonderwall removed by Spell-Stop!
Curse removed by Spell-Stop!
Ceaseless Warrior stacks set to zero!

Magical Girl Summit: 680 Resilience, Dice Negated, +35 Reactive Field, -100 Overextended, -100 Why am I Overextended!, +20 Resistant to Darkness Effects = 535 Damage Reduction

Attack Ineffective!

+1 stack of Ceaseless Warrior (1 Extra ATP)

Being of Spite Triggers!

Scourge: 750 Base Damage, +123 Dice, +50 Final Strike, x2 From Hell's Heart… = 1846 Damage

Magical Girl Summit: 680 Resilience, Dice Negated, +276 Reactive Field, -100 Overextended = 856 Damage Reduction

990 End Damage
60% Ceaseless Warrior
396 Final End Damage

Magical Girl Summit: 9233 - 396 = 8837 Health

+1 stack of Ceaseless Warrior (2 Extra ATP)


Rend Triggers! 198 Damage per Turn!)


And your defense falls apart. A wave of darkness with points of light appears around you from nowhere, the well of strength that had propelled you empties despite your protective field rebuffing the light assault with a soft green glow.

Without that power you can't hold your Panoply in as many forms as you had prepared. Your weapon, for want of a better term, congeals instead of knocking the final attack of the slain fury. Barbs score your flesh in several places.

It's nothing, well, almost. Your supernatural durability kept it from doing more than causing blood to drip from the scratches. More worrying is the lingering effect that saps your magic and keeps it from reinforcing your blows and blocks.

And the last pair of furies rushing towards Shah.

Your Panoply has reordered itself, but you are too far to intervene if the furies strike him. Simple enough to remedy, and it should get you further away from the next trick the sulking Magical Girl tries. Space ripples as you pinch a shortcut for yourself and fling yourself through it, the usage of Elsewhere not activating the same forces that struck you earlier.

Shah, from what you can see by the scattered hail, has his shotgun ready, but lunges away from the approaching figures without firing. The snap of a cracking whip is muffled by the rain, both attacks coming nowhere close to striking him.

Of course, he takes a shot while the furies are recovering their whips. Which causes the struck Horror to scream and lash out wildly. You interpose yourself to halt the swing.

(Rend - Summit: 198 - 640, No effect.

Mohammad Shah - Lawgiver Shotgun: 850 Base Damage, + 5 Dice, +25 Extra Sneaky = 880 Damage

Fury #4: 200 Resilience, +346 Dice, +50 Evasive Action = 596 Damage Reduction

284 End Damage

Fury #4: 5000 - 284 = 4726 Health

Being of Spite Triggers!

Scourge: 750 Base Damage, +488 Dice, -25 Wild Swing, x2 From Hell's Heart... = 2426 Damage

Intercept!

Panoply: 1040 Base Damage, Dice Negated, +200 Light of Discovery, +780 Fierce Protector +50 Leverage = 2070 Damage

Scourge wins.

356 Intercept Damage

Flawless Interruption Triggers!)


The world comes to a standstill as you close in on the deadly attack. Every bit of the cruel weapon was witnessed at once as your mind surges faster than you thought possible. A three pronged counter there, there, and there would send the swing to tangle with the still-recovering whip of the other fury. The landscape is lit up by green sparks dancing away from you as you adjust your counter. A blonde Magical Girl with a spear is partway through climbing out of a trench in the direction you had just vacated.

With the furies weapons tangled you have a perfect shot at finishing them off. You rush at them and hammer an expanding bludgeon into each before they fully realize what's happening.

(Crushing Panoply: 1040 Base Damage, Dice Negated, +520 Ramming Speed!, +200 Light of Discovery, x3 CRUSH = 5280 Damage

Fury #4: 200 Resilience, +386 Dice, -100 Tangled Up = 486 Damage Reduction
Fury #5: 200 Resilience, +105 Dice, -100 Tangled Up = 205 Damage Reduction

Fury #4 - 4794 End Damage
Fury #5 - 5075 End Damage

Fury #4: 4726 - 4794 = -68 Health
Fury #5: 5000 - 5075 = -75 Health)


To the side Cook appears amid a small group of demons, his shotgun barks twice and fells all six of the lesser ones. Then he slams something into the helmet of their commander. The commander drops his axe and tries to remove... the grenade? It's not possible with his armored fingers. Cook has reactivated his stealth before the detonation pulverizes the commander.

"Does your radio work?" Shah raises his voice to be heard of the roar of falling hail.

It's quiet in a worrying way, "I don't think so."

"Is the Magical Girl still nearby?"

"Thank goodness. I thought you were a goner for a minute there."



The Magical Girl you had spotted earlier strides towards you, spear held at the ready. You can feel slight hints of your own magic bound up in the spearhead.

"I'm Magical Girl Starlancer. I cut through the lines to try and help you, follow me and we can go out the way I came." she says after a slightly too long hesitation.

Cook screams from behind you, "Not one of ours!"

"That's, I mean, he's-, you're probably suffering from paranoia because of those screaming flying ladies. I'm here to help, just showed up." she points at you, "They have cloaking systems, I can guide you and leave your crazed buddies to do whatever. Just follow me!"

(6 Self-Repair actions: 8837 + 720 = 9557 Health

Roll: 1
Roll: 23
Roll: 54
Roll: 45
Roll: 92 Rend removed)


The notion of following her strikes you as a bad idea. Everything you've seen about her suggests that she opposes you. It would explain how demons came to sweep the area around your teammates, but didn't find her. How her spell caught you in the middle of trying to defend yourself. Perhaps even why the radio is out and monsters appeared above your head.

On the other hand, she is a Magical Girl with the Legend Affinity. The thought of fighting her is dreadful to consider.
----

Status of Forces:
Magical Girl Summit: 9557 Health, Magic Modifier nullified, 2 bonus Attacks per Turn from Ceaseless Warrior
Lysander Cook: Unharmed, worried.
Mohammad Shah: Unharmed, aggravated that the stealth system blocks non-vocal communications.
Radio communication is unavailable.

Pollux and Castor: 6 Turns out (should a battle remain stationary.)
Magical Girl Starlancer: Unharmed, seems a bit nervous, probably dark. Using Summit's Magic Modifier for herself.
Lesser Demons: 81 Footsoldiers nearby, 1 Ground Commander nearby, trying to stay out of the hail.

[X] Follow Starlancer: It might not be a trap? Maybe she's just unlucky.

[X] Confront Starlancer: Some pointed questions about what she was doing might clarify matters. Or it may just give her time to call in more monsters to vex you.
-[X] About how the demons sweeping around didn't attack her before finding Cook and Shah while they were stealthed.
-[X] About how her spell hit at the worst possible moment for you. You didn't think Magical Girls could be that clumsy.
-[X] "You aren't Red Rose, you'll never be Red Rose you filthy traitor."
-[X] Write-in

[X] Bolt, time to leave.
-[X] Grab your teammates and fly north.
-[X] No time for that. Besides, they have fancy stealth systems and things are after you. Fly north on your own.

[X] Fight her. You've become immeasurably stronger recently, you can take her.
-[X] Plan? And goals?

[X] Something clever? (Write-in)

+150 EXP Killed 5 Furies
+30 EXP Survived an ambush
+10 EXP Killed 1 Commander
+6 EXP Killed 6 Footsoldiers
+25 EXP Met Magical Girl Starlancer
+1 EXP You have a bad feeling about this…

162 + 222 = 384 Total EXP

[X] EXP Plan?
 
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(???) Magical Girl Starlancer

???

Stats

Health: 8000
Base Damage: 5600
Base Resilience: 990
Magic Modifier: N/A

Affinity: Light | Darkness | Legend
Weapon


Mythril Spear
Level ??
Attacks Per Turn: 4
Affinities: Light | Legend
Ability: Punch-Through | Return | Hypersonic (lvl 1)
Spells

Shooting Star
Level ?
Base Damage: N/A
Magic Modifier: ???
Affinity: Light
Ability: Double Hit

Twilight
Level 6
Base Damage: N/A
Magic Modifier: 240
Affinity: Light | Darkness
Ability: Judgement | Spell-Stop | Mana Steal
Abilities

Polaris Armor
Level 9
-Governs Resilience. Reduce End Damage by 50%. You are a fortress of might, clad in the finest material and magic.

Vitality
Level 8
-Governs Health. Stand tall hero, blows that would fell lesser beings are no more than insect bites to you.

Defensive Roll
-Double Resilience against any attack that doesn't catch you unaware.

Purging Light
-Targets struck by Twilight have their beneficial stacks set to zero.

Lingering Darkness
-Targets struck by Twilight have their Modifier Roll set to 0 until the effect is cancelled. Star Lancer may choose to use the Magic Modifier of targets affected by this Ability.

Stargazer
-Star Lancer's sight is unimpeded by darkness or bright light. Immune to Blind effects.

Mana-Forged Armaments
-Double Base Damage and Health (already included).

Signal Processing
-Star Lancer can sense and disrupt items that use light (or another part of the electromagnetic spectrum) to communicate.

Master Skill
-Sacrifice three moves to negate enemy attack.
 
Do we still have Zeal of Light?
I'm thinking it may be time for double Wave-Force. Assuming Starlancer's End Damage reduction doesn't affect that.
Two plans:
[]Plan Shoot First
-[]"Wave Force!"
-[]"Wave Force!"

[]Plan You Reek
-[]"Wave Force!"
-[]Grapple her and slam her into the ground face-first.
-[]Demand to know why she hit us with Twilight and is jamming us.
--[](I actually don't know what to do here. But I feel like I shouldn't just only post a plan where we attempt to kill her off the bat with no warning, and instead suggest we maim her before roughly interrogating her.)

For XP, I'm thinking either the Panoply or saving for Versatility of Form
 
[] Release my magic now.


If you are an ally release my magic, otherwise I will treat you as an enemy.

Lingering Darkness
-Targets struck by Twilight have their Modifier Roll set to 0 until the effect is cancelled. Star Lancer may choose to use the Magic Modifier of targets affected by this Ability.
 
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So since nobody seems to have done any analysis of Star Lancer's loadout yet, I'll start.
Mythril Spear
Level ??
Attacks Per Turn: 4
Affinities: Light | Legend
Ability: Punch-Through | Return | Hypersonic (lvl 1)
Since this is a spear with Return, it's highly probable that it functions just as well both as a melee weapon and as a ranged weapon. And the Punch-Through ability on it means that she'll do a lot of damage to us even if we win an Intercept conflict against her. And Hypersonic means that the allies we're defending are sitting ducks against her attacks.

Flawless Interruption should protect us from the Punch-Through effect though when we're intercepting the attacks she aims at our allies, but not when intercepting ones aimed at Summit herself. But intercepting the ones aimed at our allies doesn't increase our stacks of Ceaseless Warrior (not that it's a huge deal when she can reset our stacks).

Furthermore, baring situational bonuses (such as Fierce Protector), there is no way we can configure ourselves right now that will allow us to win an Intercept conflict that she initiates!

From what I can tell, including spending EXP, the only way we can actually consistently win Intercept conflicts against her is to forsake the ability to Intercept her own attacks to use either Rain of Blows + Crush or Multi-Shot + Full Auto. The most damage we could do to her with an Intercept would be to purchase Danmaku and then use Multi-Shot + Danmaku.

Multi-Shot + Danmaku would give us the following damage output.
Panoply: 1040 Base Damage, Dice Negated, +260 Danmaku (x10), +200 Light of Discovery, -300 Legend = 3540 Damage
Panoply: 1040 Base Damage, Dice Negated, +260 Danmaku (x10), +200 Light of Discovery, -300 Legend = 3540 Damage
Panoply: 1040 Base Damage, Dice Negated, +260 Danmaku (x10), +200 Light of Discovery, -300 Legend = 3540 Damage

Total Damage = 10620.

On the other hand, her Punch-Through response will be
Mythril Spear: 5600 Base Damage, +1d520 Dice, +300 Legend = 5900-6420 Damage.

Which leads to her taking 2100-2360 damage (after her 50% reduction) and us taking 5900-6420 damage, since our 60% reduction doesn't apply to Intercept conflicts initiated by us.

Hell, even when using both Crush and Fierce Protector simultaneously, we'll only reach 6060 damage, which only wins the Intercept conflict from her targeting one our allies if she gets a bad dice roll!
Polaris Armor
Level 9
-Governs Resilience. Reduce End Damage by 50%. You are a fortress of might, clad in the finest material and magic.

Defensive Roll
-Double Resilience against any attack that doesn't catch you unaware.
These two abilities are quite problematic, because they mens that Wave Force can only take out 40% of her max Health at best AND against most of our regular attacks she effectively has 1980 Resilience plus an Existence Bonus.
Signal Processing
-Star Lancer can sense and disrupt items that use light (or another part of the electromagnetic spectrum) to communicate.
This might block the 200 Light of Discovery damage that all our attacks have, and I've we're really screwed might also be able disrupt some of the electronic stuff that we've Fused in order to gain abilities.
Shooting Star
Level ?
Base Damage: N/A
Magic Modifier: ???
Affinity: Light
Ability: Double Hit
Extremely odd that this spell has Double Hit instead of Double Cast, but that does at least tell us that it's a melee only spell, which is good to know.



So in the end, our strategy depends on whether we think she'll target Summit or our allies. Regardless, the only ways we can deal significant damage to her are Wave Force and Spell Boost + Ramming Speed, and we are fucked if she gets to Intercept one of our own attacks.

If she attacks Summit directly, the key is to tank the hits WITHOUT using our Intercept, never use regular attacks against her, and hope we can survive long enough to hit her with enough Spells.

If she attacks our allies, we want to Intercept her attacks so that Flawless Interruption can nullify all the damage.

  • She has 8000 Health.
  • Wave Force will do 3200 damage to her. Ramming Speed with Spell Boost will do 160 damage to her (lol).
  • If we do NOT Intercept, her attacks targeting Summit will deal 1752-1928 damage to Summit.
  • Summit has 12200 Health.
  • We have no clue how much damage her first spell deals.
  • Pollux and Castor are 6 turns away.
So the best plan I can think of is using Wave Force as often as we can (once per turn), Intercept any attacks aimed at our allies, and use Inhuman Skill against or just straight up tank any attacks aimed at Summit herself. And never use our own regular attacks and never Intercept any attacks aimed at Summit herself.

That feels rather flimsy though, like there's too much "hope for the best" involved. It does play very well to Protection + Implacable though, so it might actually be what we're supposed to do.
 
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