Under the Open Sky (CWMGQ Spinoff)

Allow me to translate into something resembling English:

"So, Solid Core got trapped in a dimensional pocket, like a Pokeball."

"Apparently Floral Glory is a lesbian nymphomaniac, or is engaging in 'oh shit I almost died' life-affirming physical intimacy."
Ah.

And yeah from what I understand it's the second one, RE: Floral.
 
That reminds me, there's no Slayers for Level 35 Panoply.
Right...

Life
Love
Wind
Sky
Space
Light
Corruption
Chaos
Blood
Water
Earth
Fire
Steel
Metal
Dragon
Despair
Mind
Magic
and Rule (Damn it Lost... (Scarlet Empress))

Doesn't look like Death showed up so that's not on the list yet (Madama Morte only healed you up) There were some others that are just a little too strange to grasp right now, like the music derivatives.
 
Chaos and Blood have been on a lot of things we've been fighting (along with Horror, which we already have, and Darkness, which we can buy already). After that, Lost noted on Discord that Rule and Dragon are common-ish among MGs, so... *Shrug*
 
Which ones would you like? Point out where Summit fought against/near that Affinity and I'll probably add it.

Right...

Life
Love
Wind
Sky
Space
Light
Corruption
Chaos
Blood
Water
Earth
Fire
Steel
Metal
Dragon
Despair
Mind
Magic
and Rule (Damn it Lost... (Scarlet Empress))

Doesn't look like Death showed up so that's not on the list yet (Madama Morte only healed you up) There were some others that are just a little too strange to grasp right now, like the music derivatives.
We already have Metal on the list of available Slayers.

Wasn't there some kind of a rule about not getting Slayers if we already have spells of that affinity - and I'm not sure but wasn't it mutual?..

Honestly, my preferences generally would have been Chaos, Blood and Evil (we did fight near the Titan Worm who had that last one), but thematically appropriate ones would have been Blood (Castor and Pollux, and we already have Darkness), Fire (Asura), and Magic (Arc Mastermind and Lunatic Psyker both have it, were fighting near us, and one of them punched us in the face).

Heroslayer: It was on the spear to begin with, but Summit doesn't get slayer effects targeting Existence bonii.

Juggernaut: This is on the list of things that were too tricky to pick-up from Fusing. It's not too far away on the ladder so opening it up wouldn't be too bad, but I feel like it would make Peerless less special if I did.

Lightslayer: Not a bad idea, actually.

For the Fallen: (gives extra damage against things that killed someone you knew.) Don't mesh with theme. It's also easy to forget about.

Debunk: (Spell. Auto-Kill against Children of Nightmares.) See above.

Bane of Nightmares: (all attacks against Children of Nightmares gain Unstoppable.) :V Why not just use Wave Force?

Radiance: (Spell. Channel to get an angel's aura) Herokiller Mica was no angel.

Darkness Ladder: :V I'm running out of goodies to give you in the ability department. Dazzle and an Invisibility spell could probably fit here.
I think we could probably gain a lesser version of Bane of Nightmares that lowers/negates the effect of their False Existence specifically rather than gives Unstoppable outright... Which is just about the only thing they have we really do have trouble countering. In fact, we can say that by matching our Ramming Speed against Herokiller Mica, we have taken measure of their False Existence (something IIRC you said was what our magic wants to do - to examine the different defenses of others) and are now more effective against it. Also, since it "merely" strips them of False Existence and doesn't affect their actual defenses any, the goal of our magic is still met.

EDIT: Rambling below
"Great! Let's head out and show the world that Legend-Makers are the bestest Magical Girls ever!"

"No, not just now. A call is going out to gather Magical Girls here. We expect to muster more than twenty in three days. Which is why Judgement Core will destroy the UD's fortifications after an attack this afternoon. Summit's mobility could be vital during the offensive." a man from inside Insight's room declares.

Insight feels along the wall and claps you on the shoulder, "Fine, after that we'll sally forth and save the fair maidens. I think head bitch is going to keep increasing the heat on you if we wait."

She taps your Panoply after a brief pause, "Huh, really trying for the title of strongest Legend-Maker. You've got a long way to go."

You frown, "I don't follow."

"Oh I'm not talking about myself. Brilliant Key can still beat you is what I meant."

Anna clears her throat, "We're getting off topic. Summit, if you would continue following me?"
Okay, apparently, I was slightly mistaken on the order of events to come. I thought we were going just about now, but in fact it's:
1) Morning - free rein of our projects
2) Afternoon - supporting Judgement Core while she is breaking down UD's door
3) Evening - saving the fair maidens, as Insight put it

On a side note, here's the vs for Summit and Brilliant Key (hint - Insight is correct, we aren't a match to her):
Link to Brilliant Key's stat sheet.
At 1000 HP, 1200 Damage, 25 Resilience and 2000 Magic Modifier, she really isn't giving a good impression...
I assume her weapon, Rhythm of the World, is a melee-only. Multi-Slash.
However, she has a spell, Flare, 1800 Damage 6000 Magic Modifier, Burn, Collateral Damage. And Shine, which is a Total Heal.

Here's her abilities, the main troubles.

Auto Rhythm
Level 90
-Every attack aimed at Brilliant Key must roll a 1d100 (Difficulty: 90) in order to land a hit. Any attack that fails this roll grants Brilliant Key a free counter attack against the source.

Walk Without Rhythm
-Brilliant Key is immune to Counter Attacks, Interception, Auto Kill, and Attack Negation.

Dance To The Rhythm
-When attacking, Brilliant Key may hit every target within range of her chosen action, with that action.

The Endless Waltz No One Knows
-If an attack would hit Brilliant Key for more than her Max Health, she can automatically block that attack. Does not work against attacks that carry Unstoppable, Supremacy, or a Slayer Ability aligned to one of her Affinities.

The Ultimate Keyblade
-Open the way... ??????????????????????????????????????????????????????????

The Endless Waltz No One Knows (assuming it works of Incoming Damage especially), makes her immune to us unless we gain and purchase Lightslayer, or use Wave Force (lethal attack, unsuitable in a spar). And with her Magic Modifier... well, most of the time, she'd be immune to any attacks outright. Lucky MG, she has haxx tier defenses!

Her own damage (assuming the worst) is 7800 per turn, as in we try to hit her futilely with ranged attacks and she waves her Flare at us.

Turn 1:
(Flare: 1800 Base Damage, +6000 Dice = 7800 Total Damage

Magical Girl Summit: 1000 Base Resilience, +240 Dice, +1560 Reactive Field = 2800 Damage Reduction

5000 Total End Damage
60% Ceaseless Warrior
2000 Final End Damage

Summit: 14500 - 2000 = 12500 Health
Burn triggers! 145 Damage Per Turn!
Ceaseless Warrior increases Summit's APT to 6!)


Summit - shooting pointlessly.

Turn 2:
(Burn Triggers! 145 Burn damage!
Summit: 12500-145 = 12355 Health)

(Flare: 1800 Base Damage, +6000 Dice = 7800 Total Damage

Intercept (False)! Walk Without Rhythm triggers! Brilliant Key is immune to Interception!

Magical Girl Summit: 1000 Base Resilience, +240 Dice, +1560 Reactive Field = 2800 Damage Reduction

5000 Total End Damage
60% Ceaseless Warrior
2000 Final End Damage

Summit: 12355 - 2000 = 10355 Health
Burn triggers! 290 Damage Per Turn!
Ceaseless Warrior increases Summit's APT to 7!)


Summit - wises up to "cannot hit her", starts prepping Quell for catching Flare.

(Summit: 6 actions of Self-Repair: +720 Health, 47% chance of removing Burn
Summit: 10355 + 720 = 11075 Health)


Turn 3:
(Burn Triggers! 290 Burn damage!
Summit: 11075 -290 = 10785 Health)

(Flare: 1800 Base Damage, +6000 Dice = 7800 Total Damage

Magical Girl Summit: 1000 Base Resilience, +240 Dice, +1560 Reactive Field = 2800 Damage Reduction

5000 Total End Damage
60% Ceaseless Warrior
2000 Final End Damage

Summit: 10785 - 2000 = 8785 Health
Burn triggers! 435 Damage Per Turn!
Ceaseless Warrior increases Summit's APT to 8!)


Summit: decides to see if she can outlast, endure Brilliant Key

(Summit: 8 actions of Self-Repair: +960 Health, 57% chance of removing Burn - SUCCESS
Summit: 8785 + 960 = 9745 Health)


Turn 4:
Flare! Summit has 7745 Health, 9 APT, Burn 145
Self-Repair x9! Summit has 8825 Health, 9 APT, Burn 145

Turn 5:
Burn! Summit has 8680 Health
Flare! Summit has 6680 Health, 10 APT, Burn 290
Self-Repair x10! Summit has 7880 Health, 10 APT, Burn removed

Turn 6:
Flare! Summit has 5880 Health, 11 APT, Burn 145
Self-Repair x11! Summit has 7200 Health, 11 APT, Burn removed

Turn 7:
Flare! Summit has 5200 Health, 12 APT, Burn 145
Self-Repair x12! Summit has 6640 Health, 12 APT, Burn removed

Turn 8:
Flare! Summit has 4640 Health, 13 APT, Burn 145
Self-Repair x13! Summit has 6200 Health, 13 APT, Burn 145

Turn 9:
Burn! Summit has 6055 Health
Flare! Summit has 4055 Health, 14 APT, Burn 290
Self-Repair x14! Summit has 5735 Health, 15 APT, Burn 290

Turn 10:
Burn! Summit has 5445 Health
Flare! Summit has 3445 Health, 15 APT, Burn 435
Self-Repair x15! Summit has 5225 Health, 15 APT, Burn removed

Turn 11:
Flare! Summit has 3225 Health, 16 APT, Burn 145
Self-Repair x16! Summit has 5145 Health, 16 APT, Burn removed

Turn 12:
Flare! Summit has 3145 Health, 17 APT, Burn 145
Self-Repair x17! Summit has 5185 Health, 17 APT, Burn 145

Turn 13:
Burn! Summit has 5040 Health
Flare! Summit has 3040 Health, 18 APT, Burn 290
Self-Repair x18! Summit has 5200 Health, 18 APT, Burn removed

Turn 14:
Flare! Summit has 3200 Health, 19 APT, Burn 145
Self-Repair x19! Summit has 5480 Health, 19 APT, Burn removed

Turn 16 will have 21 APT, which translates into +2520 Health per turn, more than Brilliant Key with triple Burn can deal
Conclusion: Brilliant Key unharmed. Summit endures. Technical Draw.
Conclusion: Brilliant Key unharmed. Summit endures. Technical Draw.

Short story, assuming her abilities (one, in particular) work off of Incoming Damage, we literally only have Wave Force to damage her with. Even without Spell Boost, it will kill her. 800 Damage, 200 Light of Discovery, and d400 for overkill vs 1000 Health and no Damage Reduction. AND it's a move that isn't suitable for a spar. Due to another of Brilliant Key's abilities, her Flare spell cannot be simply negated. So the only recourse becomes trying to outlast her - or leaving the battle entirely.

I've run the simulation up to Turn 14, where after 2x turns of offensive and defensive strategies (attack one turn, try and Quell the Flare the second), Summit resorts to spending her full complement of Actions Per Turn to Self-Repair. She eventually goes as low as 3040 Health out of her full health by turn 13, but by that time she already can break even with Self-Repair and will steadily rise to (at worst) +1000 health per turn.

[X] Go looking for Dark Steel. She never apologised for attacking you and it's starting to bug you.
Speaking of Dark Steel. Is she a Berserker of 4th Holy Grail War expy, what with full-body armor, not showing up on Summit's radar, hair-trigger temper and lack of a stat sheet anywhere?
Adhoc vote count started by Faraway-R on Jan 28, 2018 at 12:16 AM, finished with 1682 posts and 11 votes.
 
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Speaking of Dark Steel. Is she a Berserker of 4th Holy Grail War expy, what with full-body armor, not showing up on Summit's radar, hair-trigger temper and lack of a stat sheet anywhere?
I think that's right. Here's what Summit has figured out thus far:
(???) (Magical Girl?) Dark Steel

???? ???????? (Bluh, Bluh, Huge Bitch)
Stats

Health: ???
Base Damage: 2,000
Base Resilience: ???
Magic Modifier: ???

Affinity: ??? | ??? | ???
Weapon


???
Level ?
Attacks Per Turn: At least 4
Affinities: ???
Ability: Juggernaut | ??
Spells

???
Abilities

???

(Summit suspects something is blocking her ability to read others...)


And someone wanted to see how Floral Glory was doing.
(lazy girl finally spent some of her EXP :V)

(ICETHORN) Magical Girl Floral Glory

Amber Bellum

Stats

Health: 17,600
Base Damage: 1,100
Base Resilience: 1,920
Magic Modifier: 800
Affinities: Life | Light | Legend
Weapon


Razor Petals

Level 10
Attacks per turn: 4
Affinities: Life | Light
Ability: Limitless
Spells

Thousand Cutting Blades of Grass
-Grow impossibly sharp plants underneath your foes.
Level 11
Base Damage: 825
Magic Modifier: N/A
Affinities: Life | Legend
Ability: Triple Cast

Master Spark
-Love Colored~
Level 10
Base Damage: 4,000
Magic Modifer: 500
Affinity: Light | Legend
Abilities: Juggernaut | Double Cast
Abilities

Enveloping Attack
-Razor Petals cannot be Intercepted.

Nothing but Flowers
-Become invisible when near plant-life and not attacking.

Tree-Walk
-Teleport from one piece of living wood to another piece within your line of sight.

Vitality Surge
Level 12
-Floral Glory and her allies recover 36% of their max Health each turn. Increase Max Health by 120%.

Skilled
-Sacrifice four moves to negate opponent's action

Blood-Stained Offshoots
-When you kill an enemy you may make an attack on targets next to that enemy. Recursive.

Steel Body
Level 16
-Controls Health and Resilience. Reduce damage taken by 25%.


EDIT: The slayer abilities have been added to the front page as options. I was planning on withholding them until Summit got some sleep, but ShadowAngelBeta sleuthed out the qualifying Affinities and I felt bad.
 
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Maybe it's like those Sierra Madre vending machine, pumped withe with heaven magic, and diet holistic.

It replicates magic charged mood uplifting foodstuff.


Or maybe it's super easy to repair really hard to run away from really fast when all the girls immediately dog pile us and it.
 
:rolleyes:
Why you want ice cream machine so badly, I'll never know...

Frankly, of the five options given:

  1. [] Study your own magic and try to improve or develop a spell
    -[] Write-in: See if Magical Girl Night Sky is available. With or without her, upgrade Guardian Touch, because saving your allies is also a good thing.
    Number of voters: 3
    Faraway-R
  2. [] Find someone that can teach you more Brandcraft.
    Number of voters: 3
  3. [] See if you can help Machine Code out with anything.
    Number of voters: 2
  4. [] Fly back to Signals and see if you can get something else delivered or visit somewhere with interesting equipment. (Afterburners)
    Number of voters: 2
  5. [] Get some rest, you've taken a beating lately.
    -[] Fix the Ice cream maker
    Number of voters: 2
And yes I have only noted the one I chose... Anyway, I see the options as this:

1) Study Magic (multiple targets for Guardian touch) - immediately useful for that specific spell, and for all our allies
2) Study Brandcraft - might be useful for support options, but with our moving onto combat again very soon I'd like to see some tangible benefits of taking this. Any ideas on those?
3) Help Machine Code - well, she makes drones, and sometimes has good ideas. She can probably unlock a few things for us - but in terms of combat potential, loses to Hovertanks.
4) Fly back to Signals - this is actually my secondary preference if studying the spell doesn't work out. Afterburners for fast takeoff and bursts of speed are nice. Getting genuine Flight (boosted) would be even nicer if it works out that way.
5) Rest and fix ice cream maker - also nice, but in Anna's resilience I trust. Also, we just had a relaxing shopping trip, so my minimum quota of unequivocaly nice things for Summit to have is already fulfilled for the day.

EDIT: In order to make it fair, as of this edit, the "get some rest and fix the ice cream maker" option is now in the lead, with 5 votes. The runner-up - Spell Development Guardian Touch - has 3, and none of the others have 2 votes max.

This is fine.

EDIT2: Resting is now 9 votes, 3 for runner-up.
 
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Oh hey there, decided to throw in a quick omake of Floral Glory being haunted by a nightmare in her dreams. Parts of Turn 1 and Turn 2 are taken from the chapter proper, for this I apologize. Also, to be honest this is little more than my spicing up the Floral Glory vs Herokiller Mica round 2. :)

Floral Glory's Nightmare


Turn 1:
"Extinguish."

(Extinguish: 1000 Base Damage, +33 Dice, +5000 Lightslayer = 6033 Damage
Magical Girl Floral Glory: 1920 Resilience, +798 Dice, +74 Rock On, -150 In the Open = 2642 Damage Reduction

3391 End Damage
25% Iron Body
2543 Final End Damage

Magical Girl Floral Glory: 17600 - 2543 = 15057 Health)


Something pulls the breath from your lungs, the thoughts from your head, and the strength from your body. You're looking up at something that glares in your eyes.

A hacking cough tears loose from your mouth. Focus, your power will make you whole. Everything is going to get better.

It doesn't.

Turn 2:
(Vitality Surge Negated by Absence of Light!)

You convulse as a shadow covers your field of vision. The dark angel! Her wings are spread wide as she reaches down and grabs you by the throat.

"Behold your champion!" she crows.

Fear gives you desperate strength-

-and a different memory briefly imposes herself on you - a memory of a taciturn girl telling you to let your magic guide you to victory:

"Let it take over. But make sure to remember what you needed."

-And you push on, making your magic flow and battering the enemy gripping your throat as you try to push her away with your palms:

"Master Spark."

(Master Spark: 4000 Base Damage, Dice Unavailable, +74 Rock On, +800 Easy Target, +300 Legendary Power = 5174 Damage
Herokiller Mica: 999 Resilience, +815 Dice, +10348 False Existence, -5174 Weak against Legend, -4629 Juggernaut,-200 Grandstanding, -300 Hostile Legend Effect = 1859 Damage Reduction
3315 Final End Damage
Herokiller Mica: 11000 - 3315 = 7685 Health

Master Spark cast incorrectly! Does not unify damage, counts as two separate spells!

Master Spark: 4000 Base Damage, +343 Dice, +74 Rock On, +800 Easy Target, +300 Legendary Power = 5517 Damage
Herokiller Mica: 999 Resilience, +959 Dice, +11034 False Existence, -5517 Weak against Legend, -4887 Juggernaut, -500 Thrown Off, -300 Hostile Legend Effect = 1788 Damage Reduction
3729 Final End Damage
Herokiller Mica: 7685 - 3729 = 3956 Health)


A beam of light from your palm pushes your opponent off of you, followed by another one, launched off your other palm. A sense of wrongness tells you it's not quite how the spell should have been cast - and yet, your enemy is thrown off, and is rolling on the ground, unable to stop. You wheeze and cough, your throat free once more.

Turn 3:
(Vitality Surge Negated by Absence of Light!)

The dark angel gets its bearings and rushes away, its survival instincts taking over, and breathing out a spell of its own: "Herokiller's Mantle".

(Herokiller's Mantle increases Resilience by 1200! The next spell to strike Herokiller Mica is automatically negated)


You take another breath, and expel your fear and pain with the words that came to you before, though the feeling of wrongness persists.

"Master Spark."

(Master Spark: 4000 Base Damage, +357 Dice, +74 Rock On, +300 Legendary Power = 4731 Damage
Herokiller Mica: Herokiller's Mantle, hero

Master Spark cast incorrectly! Does not unify damage, counts as two separate spells!

Master Spark: 4000 Base Damage, +308 Dice, +74 Rock On, +300 Legendary Power = 4682 Damage
Herokiller Mica: 999 Resilience, +519 Dice, +1200 Herokiller's Mantle, +9364 False Existence, -4682 Weak against Legend, -5160 Juggernaut, +500 Speeding Away, -300 Hostile Legend Effect = 2440 Damage Reduction
2242 Final End Damage
Herokiller Mica: 3956 - 2242 = 1714 Health)


The dark angel is barely clipped by the first beam, with no visible result, and yet, the second one smashes into them, once again throwing off their flight and forcing them to tumble uncontrollably. Just as you are launching the second beam, you see a magical girl - the same one whose advice you followed - appear in the air above your enemy. She launches herself at the Greater Nightmare, wreathed in light, and with an utterance on her lips: "Ramming Speed!"

(Ramming Speed: 1700 Base Damage, +158 Dice, +1786 Spell Boost, +850 Death From Above, +10 Surprise = 4504 Damage
Herokiller Mica: 999 Resilience, +47 Dice, +1200 Herokiller's Mantle, +9008 False Existence, -8405 Juggernaut, -500 Thrown Off, +200 Bigger Object in Collision = 2549 Damage Reduction
1955 Final End Damage
Herokiller Mica: 1714 - 1955 = -241 Health

I think you've driven the point home, Summit)

And smashes into the enemy feet first, driving its neck and right arm into the ground, pushing the enemy from being thrown off and in motion, to being utterly still. As the taciturn girl steps off to pick up the halberd the dark angel held in the struck arm, the dark angel fails to react. You feel the vitality return to you, restoring your energy once again and washing off the lingering effects of the now-dead Greater Nightmare's spell.

(Vitality Surge: Restores 36% Max Health to all allies
Floral Glory: 15057 + 6336 = 17600 Health)


As the warmth carries you away from the nightmare turned dream, you smile in relief.

Omake End
 
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[X] Fix a batch of tanks (forty repair actions (+20 working tanks))
-[X] Actually, you think you can make them into big hovertanks (+15 Hovertanks)
[X] Get some rest, you've taken a beating lately.
-[X] Fix the Ice cream maker

I have reasons.
 
[X] Fix a batch of tanks (forty repair actions (+20 working tanks))
-[X] Actually, you think you can make them into big hovertanks (+15 Hovertanks)
[X] Get some rest, you've taken a beating lately.
-[X] Fix the Ice cream maker

...Unless the people would prefer they be normal tanks, anyway.

I am tempted by upgrading guardian touch, though.
 
[X] Fix a batch of tanks (forty repair actions (+20 working tanks))
-[X] Actually, you think you can make them into big hovertanks (+15 Hovertanks)
[X] Get some rest, you've taken a beating lately.
-[X] Fix the Ice cream maker
 
[X] Fix a batch of tanks (forty repair actions (+20 working tanks))
-[X] Actually, you think you can make them into big hovertanks (+15 Hovertanks)
[X] Get some rest, you've taken a beating lately.
-[X] Fix the Ice cream maker
 
[X] Fix a batch of tanks (forty repair actions (+20 working tanks))
-[X] Actually, you think you can make them into big hovertanks (+15 Hovertanks)
[X] Get some rest, you've taken a beating lately.
-[X] Fix the Ice cream maker
 
[X] Fix a batch of tanks (forty repair actions (+20 working tanks))
-[X] Actually, you think you can make them into big hovertanks (+15 Hovertanks)
[X] Get some rest, you've taken a beating lately.
-[X] Fix the Ice cream maker
 
Inserted tally - we have a winner, ladies and gentlemen!

Hovertanks and Ice Cream Go! :)
Adhoc vote count started by Faraway-R on Jan 28, 2018 at 11:35 PM, finished with 1698 posts and 17 votes.
 
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