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Essence of TheMagical Warrior V1.3

byCasper2222

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AI summary

Grants mastery of whatever weaponry you choose plus unarmed combat, improving infinitely with training into impossible competence and supernatural effects, alongside a knack for spotting the intricacies and hidden weaknesses of unfamiliar forms and beings as you watch them fight. Your body, mind and soul sit at peak racial standard honed to a near-superhuman edge that endures tremendous punishment, your instincts and thought speed always let you use body, magic and weapon to their full limits, you have no bodily needs, never age, hold perfect limitless memory, and possess an inviolable mind and soul that cannot be targeted even indirectly. You also gain an ever-growing instinct for personal-scale strategy and tactics, the option to convert any attack into non-lethal stamina damage, and a themed powerset and look drawn from an anime archetype — usable narratively or through a gamer-lite stat system.

Generated précis — the sections below are the author's original text.

Description

You gain a mastery of the weaponry you have chosen to wield, including unarmed combat as well, you become better with training and fighting to an infinite extent, this expresses itself in ways of impossible levels of competence and supernatural effects.

Effects

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  • You will rapidly notice and become familiar with even the most intricate details and hidden weaknesses of unfamiliar forms and beings as you study and observe them in action. You gain an innate grasp on the body-language and emotional state of anything and anyone that you have studied and observed sufficiently, allowing you to read their body language thereby allowing you to notice your enemies next move from the tiniest of twitches or movements.

  • A body, mind and soul at peak racial standard, it is honed to a near superhuman edge, capable of withstanding a tremendous amount of trauma and keep on going. You are capable of enduring extreme physical, mental and magical exertion (1 hour per MM point) whilst transformed, this increases as your points in it increase in numbers. In the event that you reach the stage of becoming an embodiment of one of your Personal Affinities you may stay transformed for as long as you like.

  • Your Instinct, Reflexes and Thoughtspeed always allow you to easily make use of your body, magic and weaponry to the limits of their and your capabilities.

  • You no longer have any bodily needs to survive. As such you no longer need to drink, eat, sleep, breath, urinate or defecate. You are always clean and smell fresh no matter what you do. If you want to you can still indulge yourself by drinking, eating or sleeping per your wishes.

  • If you are a woman you will never menstruate again, unless you command your body to do so, as a male you are infertile until you choose otherwise, you can turn this off and on at any time you want.

  • You are eternally in your prime or at whatever age you prefer. You do not age, your body and mind are in perfect condition and your memory is limitless and records everything perfectly.

  • You will never have any issues remembering or recalling information. Your mind and soul are Inviolable and cannot be targeted in any sort of way, not even indirectly You will always regenerate from your wounds even from lost limbs in a day or so, this does not apply if you are dead and can be increased by pouring magic into your body to speed this up.

  • You gain an innate grasp on strategy and tactics on a personal scale, this will rapidly grow and expand until you can only be defeated by beings that utterly outmatch you to the point that this trait cannot even be applied or by things you don't know about. The ability to damage anything regardless of their defenses as long as you do more damage than their resilience stat.

  • If you so desire you may make any of your attacks deal stamina damage instead of their normal, thereby giving you non lethal options,you can toggle this on and off at will. Capabilities gained from this essence, and those you pick up in the future, will never degrade due to lack of training or the passage of time. You may pass this essence and its effects on to your offspring, however they will get a similar warrior theme, as they inherit at least one affinity from you. (which you pick).

  • From here you can choose either a themed powerset and look from an anime character for yourself, examples ranging from sailor moon, Purple Heart(Hyperdimension Neptunia) power rangers, valkyries (honkai impact) or use the information below to design your very own powerset and thematic looks.

  • You may use this essence either on a narrative basis or by using the gamer-lite stat system below.

  • If you choose to use it on a narrative basis you will have to decide how you apply this essence to your story.

  • Optional companion creation. If you desire it, you may create more warriors as your companions, your relationship with them is up to you.

  • Personal Affinity. Your starting Affinity, these can be literally anything, you can select 3 for free.

  • An affinity is a concept which you use to cast spells, defend yourself and has an impact on the way you fight, your initial name, and are reflected in how your battlesuit shows itself. Affinities can range from elements to concepts like Fire to Cheese and Freedom.

  • An affinity is used to increase Weapon, spell and ability output, each of these require at least one affinity that you have selected, multiple affinities can apply to any Weapon Spell and ability, for each additional affinity you can increase your output x5 where appliable.

  • You can get more Affinities for a starting price of 100'000 Experience points, this will double its price for each successive purchase.

  • The Affinities are this expensive as they allow you to augment your Health, Resilience, Damage and Magic Abilities, Weapons and Spells without having to buy those separately. You have full control of how these manifest in your weapon, abilities and spells.

  • Personal Affinity Multipliers that apply to your core stats at a X3 output rate, growth themed affinities apply to your Experience Gain at the same rate. This counts only for all Personal Affinities, not those purchased in Abilities, in Weapons and in Spells.

  • In the event that you become an embodiment of a Personal Affinity, this adds a X1000 multiplier to where it applies.

  • Core Stats. You gain a base Stat for all categories of 100 points that apply to your base self. You have 5 Core Stat types, upon drinking this essence you get 300 points that you have to divide between the following stats.

  • Base Health applies at a flat rate to all things that involve your Health Stat Health determines how much damage you can take before you die. (when not transformed) You start with 100 points in health, giving you a base health of 1000. (this cannot be affected nor increased when you are not transformed by any abilities) Abilities, Spells, Transformation, and Weapons may affect the amount of Health and HP that you have in the effective final calculation.

  • Base Resilience applies at a flat rate to all things that involve your Resilience Stat Resilience determines whether an enemy can damage you, all things with an damage output lower than your Resilience stat can be safely ignored. You start with 100 points in Resilience, enemies will need to have a higher output than this to deal damage to you. Abilities, Spells, Conceptual Weight, Transformation and Weapons may affect the amount of Resilience that you have in the effective final calculation. In short, anything that wants to apply to you has to go through your Resilience first, if it is not beneficial to you.

  • Base Damage applies at a flat rate to all things that involve your Damage Stat Your Damage stat needs to be higher than an enemies to damage them. You start with 100 points in Damage. Abilities, Spells, Conceptual Weight Transformation, and Weapons may affect the amount of Damage output that you have in the effective final calculation.

  • Base Movement applies at a flat rate to all things that involve your Movement Stat Each Movement point translates to 1 meter of movement per second You start with 100 points in movement, so in base form (without having transformed) you are limited to peak human performance Abilities, Spells, Transformation and Weapons may affect the amount of Movement that you have in the effective final calculation.

  • Magic Modifier applies at a flat rate to all things that you involve your Magic Stat You have 100 initial points in this. This stat only starts applying if you are in a transformed state, and applies to pretty much everything that you do.

  • You may use 10 Experience Points to raise a Core Stat by 1 Point, this only applies when you actually have earned Experience.

  • Your Health is how much you can take in terms of damage before it forces you out of your Transformation and therefore allowing your enemies to damage your body with their next attack, be aware, only in your transformed state do you have any modifier’s active for Health.

  • Resilience is pretty much your innate protection that an enemy needs to overcome before it can damage your health and body.

  • Even then, without transforming your Body will not be more capable than peak race capability, your Health and Resilience however is fully active, at least in terms of base point calculation.

  • Tiers, and how they function for you. Every 100 levels that you gain in a category in which the Tier system applies, gives you the opportunity to upgrade to a higher output.

  • This will increase the required amount of experience needed to increase in levels. However, you do not lose any total experience gained, rather the new level of your Transformation/Ability/Weapon/Spell is calculated by the new leveling requirements. In short each Tier upgrade grants an additional 1 magnitude output with each Tier. However each tier also increases the leveling requirement by 10 times (additively) Example: 1st Tier 10x output and 10 times the required experience points to level. 2nd Tier 100x output and 20 times the required experience points to level. 3rd Tier 1000x output and 30 times the required experience points to level. And so on.

  • In addition every Tier allows you to scale up the Depth and Width of your offensive and defensive capabilities.

  • This means that you can only upgrade the descriptions and capabilities of your Personal Abilities, Weapons and Spells when you reach the required Tier for them.

  • For more info on this see On Divine Beings and Defensive and Offensive tiering. Yes, Power Scaling gets a bit absurd with this essence.

  • Transformation. When you are in your transformed state you take 50% less damage at final calculation. To damage you they will need to do more damage than your Effective Resilience.

  • The transformation applies a base multiplier of 2 to all stats at level 1. Your initial stats were 100 they are now 200 Now the Magic Modifier starts to apply Whilst transformed your Magic modifier can be stacked onto the other 4 stats.

  • Your Initial Transformed Stats are as follows (without any abilities, weapons and spell modifiers) Health + MM = 400 for a total of 4000Hp , this amount of HP needs to be brought to 0 before you are forced out of your transformation.

  • Resilience + MM = 400, an enemy needs to at least deal 802 damage to deal 1 damage to your HP whilst you are transformed.

  • Damage + MM = 400 when you punch someone with 50 Resilience they take 350 damage to their HP Also adds to any damage via spell or weapon.

  • Movement + MM = 400 = 400 Meters per second or Combat Turn whilst transformed. Be aware Flight requires the necessary ability for it.

  • Your Magic Modifier is now 200 and adds passively to the total base stat of the other categories. When it adds to your weapon, ability or spells you need to roll a dice with 1~(amount of points in magic modifier).

  • Your Transformation multiplier levels with the total amount of Experience Earned. An example of a level 2 Transformation is that it doubles the Stat Multiplier to a total of 4, at level 3 your stat multiplier doubles again for a total of 8, this will continue onward like that.

  • As an example, to level your Transformation it takes you to have earned 200 Experience, for it to automatically upgrade to lvl 2. To reach the next level, double your previous experience requirement and so on.

  • When you reach Tier 1 your transformation at level 1 gives you 20x the amount of stats and doubles as described above in the leveling system. Tier 1 Level 2 requirement would be 2000 Total Experience Points earned. Tier 1 Level 3 requirement would be 4000 Total Experience Points earned. Tier 1 Level 4 requirement would be 8000 Total Experience Points earned. This will continue onwards in this manner towards level 100 at which point you can increase in Tier again.

  • At Tier 2 it gives you 200x the amount, this continues in this fashion endlessly. Tier 2 level 2 requirement would be 4000 Total Experience Points earned. Tier 2 level 3 requirement would be 8000 Total Experience Points earned. Tier 2 level 4 requirement would be 16000 Total Experience Points earned. This will continue onwards in this manner towards level 100 at which point you can increase in Tier again.

  • This way of Tier upgrades continues in this fashion. For the record, you start Tierless.

  • In the event that you are attacked without you noticing your transformation will trigger to save your life just before the first hit.

  • Barrier World Operation When initiating combat, you may choose to drag your opponents into a barrier world to fight in. You are also capable of entering and leaving at your own will. Your enemies will not stay in the Barrier world if you do not fight them there.

  • Damage inflicted upon the environment does not apply to the actual world. Others are capable of seeing your fight in this alternate world as it is overlaid upon the real world with no consequences for them. You may also use this to fight problems like a virus or other conceptual badness to aid in recovery in the real world.

  • Be aware, if your enemy ambushes you, you will need to spend an additional turn forcing them into the barrier world.

  • Conceptual Weight As you fight and defeat your opponents you gain a Conceptual Weight, this is 1 point for every 100 mook grade enemies you have defeated, elite or higher enemies count as 1 point themself.

  • These conceptual Weight points are added to the final count for damage dealing and taking.

  • There's no limit to the amount of points that you can accumulate, however as you get more and more points your enemies will begin to instinctively feel your presence and understand that death awaits them if they attack you, weaker enemies will be put to flight.

  • This boost will also apply to your allies, giving them comfort and bravery from your mere presence, this will also make them more capable and your enemies weaker.

  • Your conceptual weight can only be countered by other beings with it. For example if you have 100 points and your opponent has 90, then when you attack you will deal 10 more damage, the same when defending from their attack with them dealing 10 less damage.

  • When you have gained around a million of these points it gets interesting. While before your presence was a thing to behold, it has now reached the point where words can no longer describe it.

  • Everywhere where you go and where you were at one point is bathed in the effects of your presence, boosting beings you would ally with and weakening beings you would fight even without you being there.

  • And when you are there? Your weaker foes burn up in your presence, scattering as ash, with only those truly far more powerful then you not dying simply by virtue of your presence, this only happens if your Conceptual weight is higher than their combined Health and Resilience calculation.

  • You can also add another affinity for free to your Personal Affinities list as if it was your first concept, this will not increase the price of the next one. (only applies after you have earned a 1 million points in conceptual weight) Go Forth you adorable Murder Dozer.

  • You can dial this weight and presence up and down as preferred..

  • Magic You may use your affinities to cast any sort of magic in any way that you imagine it, be aware that spells are much more effective in output than raw magic usage in the theme of your affinities.

  • For example, if you have fire, you may freely throw fireballs at people, however there is a hard limit of 10 simultaneous raw magic casts per turn and you can only use 1 affinity at a time.

  • Output is limited by Magic Modifier + any relevant Stat and Ability if you can swing it.

  • The hard limit increased with Scale and Width per Tier in transformation. When it has reached Tier 1 you can cast 100 simultaneous affinity related raw magic. The affinity limit removes itself here. At Tier 2 you get 1000 this continues on in this fashion for tiering. For more info on the width and scale of this casting see On Divine Beings part of this essence.

  • Name Your Magical Warrior name hints at your initial three affinities, but does not change when you attain more of them, this shapes how your initial magic abilities, weapons and spells start out, as they require at least some semblance of similarity to it.

Notes

  • Inspiration and information was drawn from Crystalwatcher’s magical girl quest. This used to be a magical girl essence, then I included boys and altered the name. By drinking this Essence you become capable of transforming into a Magical Warrior capable of driving back all of existence if you have to. You gain the following: A willpower that is honed to a fine, unbreakable edge, any pain, adversity and difficulty of any level will not deter you from your objectives, nor will fear or other emotions distract you from your purpose. Killing is effortless for you and you suffer no guilt, regret or remorse unless you wish to.

Outfit

  • Design your Magical Warrior outfit. It can look however you like and even if it's a skimpy bikini it will still protect your entire body. How? Magic, I don't have to explain shit.

  • It is however thematically appropriate to your first 3 Affinities.

  • Your outfits durability scales with your Base Resilience + Magic modifier as well as any affinities that are applicable to it, Abilities may apply as well, as do some spells, you can also turn part of your outfit into Weapons.

  • Meaning that even when you are a cosmic horror it will still protect you. Personal Abilities Your passive traits so to speak. These affect the interactions between you and your abilities, to how you and your surroundings interact.

  • You may create and customize your abilities as you want. For a start, you may create up to three abilities for your character for free. These first 3 have to be connected to your Personal Affinities, Name and Theme. After your first 3 abilities have been created the start up cost for each additional ability doubles.

  • Your first actual purchase of an additional ability beyond your first 3 has an initial cost of 1000 Experience points.

  • Your first 3 abilities have a maximum cost 5000 each, Make It Count. Prices are as follows and need to be purchased per ability.

  • Additional Personal Affinity Integration 100 Non-Personal Affinity 2000 An additional attack round per combat turn: 10000 All ability purchases that influence stats cost 500 per 1% output Scale and Width Upgrade (Tier Requirements Apply) 10000 Anything not described here (your pick of cost) 1000 to 10000.

  • Each purchase counts as a single addition, in terms of experience needed to level. Each modification counts as a single addition in terms of your Experience needed to level Each Scale and Width upgrades the range and depth at which your Personal Ability works at.

  • When multiple Affinities apply to an ability, you may place a single X5 output for each additional affinity over 1, This multiplier only applies to innate affinities.

  • The base price to level up a Personal Ability is 50 Total Experience points earned. The following adds to the cost of leveling it up The total amount of times that you have made additions to your Personal Ability. And the total Amounts of times that you have made modifications to your Personal Ability Roll the amount described above to one single number and multiply it per level of said ability.

  • When leveling up to Tier 1 at level 100 of an Persona Ability, the output of your ability is now increased by 1 magnitude (X10) However The level of said ability is now reset and needs to be re-calculated, in addition there is now a X10 multiplier on the amount of Experience needed to level up.

  • For example: Tier N/A you need 80 Total Experience Earned to reach level 2, and 160 Experience for level 3 At Tier 1 you will need 800 Total Experience Earned to reach Level 2, and will need 1600 Experience for level 3. At Tier 2 You will need 1600 Total Experience Earned to reach level 2, and 3200 for level 3.

  • The output of your Personal Abilities increases as follows: Tier 1 by 1 Magnitude (X10) Tier 2 by 2 Magnitudes(X100) Tier 3 by 3 Magnitudes(X1000) In addition, your Scale and Width of your Personal Abilities Cannot exceed the Tier that they are linked to. (see On Divine Beings below).

  • Tier 0 Abilities cannot be created or altered to work on Continental Scale and Width. This can only happen when you reach Tier 1.

  • As an Example of Abilities, Weapon and Spell’s, i will reference Crystalwatchers magical girl quest, a link to it will be at the bottom of this essence.

  • The following abilities are from Magical Girl Son Goku (Magical Girl Quest Jumpchain edition)(see full character sheet in the author notes).

  • Zenkai (level 1) (cost= 50+2xLevel) (to level up) Affinity (Saiyan) (Combat) Boost EXP gained from combat by x(Health lost/10 X 1 (per Level) X5 (affinity) Example : if you lose 100 health you gain 10 XP, your additional affinity boosts the amount earned to 50 XP.

  • Ultra Instinct (Level 1) (cost= 50+21xLevel) (to level up) Affinity (Saiyan) (Combat) Counter any attack sent at you that is weaker than 10% (level) Base Damage + Magic Modifier X5 (Addition Affinity) without taking Damage. For this ability when leveled up you gain a 1% percentage increase.

  • Flight is an ability so if you want to be flight capable you should make one for that.

  • Your initial level 1 Flight modifier that applies to flight is on your movement points + however much your Magical Modifier allows you to roll for. Level 2 flight has a x4 movement Multiplier lvl3 a x5 and so on. The Flight ability requires 100 Total Experience Points earned to reach level 2 and doubles with each subsequent level. If you want to Cast Flight on others you will need to create the required spell for it. Otherwise I have been told Princess carry is the way.

  • Hint, if you want to cast multiple spells simultaneously, you will need the required ability for it.

  • For a big list of abilities see the link at the bottom of the essence.

  • Weapon Like all Magical Warriors, you possess a Weapon unique to you. This can be anything, from a sword to a giant chainsaw, or even just a piece of cheese, to an entire sentient race if that is to your taste.

  • Like your outfit, this weapon grows with you, being an extension of yourself.

  • You may buy more weapons at a cost of 1000 x (1 x amount of weapons) per purchase.

  • You are free to modify your weapon to include more affinities or incorporated abilities, however you must pay additional EXP per inclusion or modification beyond base affinity.

  • Prices are as follows and need to be purchased per weapon. Innate Affinity inclusion, This one gives a single X5 multiplier which you can apply freely. Additional non-innate affinity : 2000 An additional attack per turn: 200 Additional Health Stat Multiplier +0.25 500 Additional Combat Stat Multiplier +0.25 500 Additional Resilience Stat Multiplier +0.25 500 Additional Movement Stat Multiplier +0.25 500 Additional Magic Modifier Stat Multiplier +0.25 500 An additional Ability (not levelable) 1000.

  • A link for Abilities is posted at the end of the essence. A example from Crystalwatcher’s quest is “Magical Girl War Chaser”.

  • Godlight Starbow Level 1 Attack Per Turn: 3 (15 due to 2nd innate affinity) Affinity: Justice, Conquest. Ability: Trans Smasher Trans Smasher: Allows attacks to ignore target's Existence Bonuses. Requires a War-related affinity.

  • The total cost for this weapon described above would be 2400 Exp if you were to buy it as a first purchase weapon.

  • The Experience needed to increase the level of your weapon is 25 + Additions+Modifications x Level = the amount needed to level, with an additional multiplier of 10 per tier increase.

  • Each level doubles your weapons output. Example: Godlight Starbow Level 2 Attack Per Turn: 6 (30 due to 2nd affinity) Affinity: Justice, Conquest. Ability: Trans Smasher Trans Smasher: Allows attacks to ignore target's Existence Bonuses. Requires a War-related affinity.

  • When reaching level 100 in a weapon you may initiate a level reset, this will give your weapon a single magnitude increase in capabilities per time that this happens, however the required total experience for leveling up, increases by an additional factor of 10 each time.

  • Your Weapon’s level up with the total amount of experience earned. As always where you place your affinity multipliers is up to you, just be aware that your weapon must have at least 1 affinity to function.

  • Spells As a start you can freely create 3 basic spells using your affinity at no cost involved, you get 3000 points for a one-time modification for these 3 spells (the experience afterwards is lost.

  • New spell costs start at a price of 100 Experience Points and double in price per purchase. The Experience needed to increase the level of your spell is 25 + Additions and modifications X Spell level = The Total Experience needed to level up.

  • Your Spells level by total Experience points gained. When reaching level 100 in a spell you may initiate a level reset, this will give your spell a single magnitude increase in capabilities per time that this happens, however the required total experience for leveling up, increases by a factor of 10 each time.

  • Each addition and modification to a spell (above base function) costs 100 experience. Base function is: Description of Spell and Name Base Transformation Damage output Base Transformation Magic Modifier 1 Personal Affinity.

  • Each time you make an addition and modification it adds a single point to the experience that you need to level your Spell.

  • The price for additions to your spell is as follows: Personal Affinity inclusion 100 Non-Personal Affinity inclusion 2000 Ability Inclusion (based on Affinity) 200 Ability Inclusion (Non-Affinity based) 500 Stat Multiplier +0.25 1000 Stat Percentage increase or decrease +1% 500 Multi-hit or Multiple launched at the same time +1 400 Scale and Width Upgrade (Tier Specific) 5000.

  • Any spell that you create cannot reach continental Scale/Width without being Tier 1. The Tier system works the same as above.

  • The following example will be from Magical Girl Solid Core, Crystalwatcher’s protagonist, it is altered for essence usage.

  • Celestial Severance -A One-Hit linear attack that obliterates everything in its path. Level 1 Base Damage: (Core damage modifier) x (level) x 2 (echo) Magic Modifier: (Core magic modifier) x (level) x 2 (echo) Affinity: Purity | Divinity Ability: Unstoppable(cannot be stopped) | Prime Evil Slayer (x10 output on enemies with evil affinity) | Double Cast (is cast twice in a turn) | Echo (hits for twice the total amount of damage).

  • Celestial Severance damage output would be (damage output) + (magic modifier output) with 2 castings available per turn with an additional X5 Total Damage output.

  • Starshine -Watch the sky fall. Level 1 Base Damage: x (1.25 x 1 level) Magic Modifier: x 1 (level) Affinity: Purity | Divinity Ability: Rain of Light | Prime Evil Slayer | Quadra-Magic | Target: Army (up to 100 x 5 (affinity) enemies) Experience Points.

  • For every enemy(Mook rank) you kill you get 3 Experience points. For every Encounter with an elite or higher enemy, you gain 100 Experience by simply surviving, 10 Exp for surviving mook rank enemies. (this is per battle) For every elite you kill you get 30 Experience points. For every Boss character killed, you get 300 Experience points. For every 1000 words your author writes you get 100 Experience. For every Epic Feat you perform you also get points that are based on the author's wishes. Affinities, Abilities and Spells may increase these amounts listed here.

Battle Order

  • (Mostly copied over from the mechanics of Crystalwatcher’s quest and altered to fit this essence).

  • The Battle system works off narrative flow and several 'soft' mechanics.

  • Turns:

  • When battle starts, initiative goes to whatever group has the greatest call to surprise: for example if your character bursts through the wall and starts shooting everything in sight, you get initiative. Or if an enemy bursts through a wall and tackles you as, it gets initiative. So on.

  • If neither side has a lead on surprise, then it boils down to relevance to the story. As the Main Character, you will always have initiative in an open battle, regardless of speed. After it goes, then whoever has greater narrative importance to the story goes next. For example a boss tier enemy has more narrative importance than someone like an elite tier enemy Thus, the boss goes before the elite. If two individuals have the same narrative importance then whoever has more movement speed per turn goes first. Due to this mechanic, Mooks always go last, Always. (mooks get no respect i tell ya) Unless they get the jump on you and you fail your perception roll.

  • Automatic Combat Actions:

  • These are actions taken by characters that follow a 'common sense list'. For example, you see someone leaping at you with a giant sword your instinct would be to dodge. If actually dodging a blow fits into the narrative flow, the character will dodge it. For example, you're standing in the middle of a street with a tank flying through the air at you: you'll leap out of the way. The reverse also holds true: If you're laying in the middle of the road because of something and you see the same tank, your kinda fucked. If you're in a fight and a grenade lands at our feet, you'll try to leap away if possible, a sword is coming at you, you'd try to dodge it, and so on.

  • In-Combat Roll Modifiers:

  • These are put in place when the actions you'd take from the previous section come up short due to circumstances. For example, the first story post had you trying to dodge an attack, but due to unfamiliarity you botched it and got whacked. If an action is attempted but fails, it will lead to a modifier being added to the calculations depending on how close you were to pulling it off, or how much of a bad idea it was at the time. For example: dodging a sword, just to leap into a hammer would lead to extra damage from the hammer. Trying to dodge the flying tank example from earlier, but tripping due to uneven terrain would still reduce the damage somewhat. This can also lead to bad-luck ends like tripping while trying to dodge a sword strike, and your neck falling into the path of the blade. Poor Nepgear is one head shorter, and you'd need to vote again.

  • Affinity Interactions:

  • This is a lot more straightforward and hard-form. Specific Affinities will lead to extra or reduced damage from another Affinity. A good example will be between Purity and Horror: Purity as an affinity causes extra damage to 'evil' things like zombies, demons, and eldritch omfgwhatisthatthing type creatures. Basic affinities from these are things like 'Blood' and 'Chaos'. Purity will do minor bonus damage to either of these as a simple matter of fact. The deeper into the 'Dark' affinities one goes though, the more damage Purity will exact from its target. The reverse is also true though, as 'Corruptive' affinities (Slaughter and Evil being two of them) will do more damage to Purity the higher they are. Other affinities also have cross-countering of each other, or a resistance to a massive boost given. For Example: Divinity gets a bonus damage count against nearly everything. But Mythical, Legend, and Epic affinities get varying levels of durability when clashing against it. But these tend to be mostly rare cases.

Combat Math

  • I bet you thought you never had to use math in an essence before didn't ya? Okay so first off, What is Combat Math?

  • Well, to put it simply it's all those little strings of numbers and dice that sometimes pop up in updates that involve, you guessed it, combat.

  • Now, to break it down for you, combat math generally has three sections: Offensive String Defensive String Final String.

  • Offensive String:

  • The Offensive String is where the power of an attack is calculated. The number of possible modifiers that can go in this String is theoretically limitless, but in practice you generally only get a few Situational Modifiers and Weapon Abilities, along with the two numbers that you will basically always see. What are the numbers, you ask? They're Base Damage and Magic Modifier.

  • Base Damage is how much damage your attacks deal, well, at base. Take, for instance, Magical Girl Sparkle. Sparkle's Magical Girl weapon is a stick, the Magic Stick. The Magic Stick, at base, deals 50 damage.

  • Next, Magic Modifier is how much magical enhancement is put into a given attack, represented by a die roll on a die with a number of faces equal to one's MM. In our example, Sparkle has an MM of 50, and for the sake of simple math we'll assume she rolled a natural 50.

  • After that there are Ability Modifiers, which source from either Personal Abilities belonging to a combatant, or Weapon Abilities tied to the attack in use. Magical Girl Sparkle doesn't have any Ability Modifiers in play right now, but don't worry, we'll come back to this later.

  • And finally, we have Situational Modifiers, such as how the demon Sparkle is smacking with her stick and left himself wide open. Situational Modifiers run the gamut from little things like a +5 here or a -10 there, to several-digit monsters used to indicate that yes, you did just run over that guy's face with a freight train, and no, he was not prepared.

  • Put all of these things together, and we get our first Offensive String:

  • Offensive String Magic Stick: 50 Base Damage, +50 Dice, +10 Opening= 110 Total Damage Now, if you've been following along you should be able to tell me what each of those numbers corresponds to, but if you can't, the answer is Base Damage, Magic Modifier, and a Situational Modifier, respectively. That final number that says "total damage"? That there is what we'll henceforth be referring to as an Offensive Total.

  • As a side note, Offensive Strings always start with the name of the weapon or spell they correspond to, so you know who's doing what.

  • Defensive String:

  • The Defensive String is the Offensive String's opposite number: While the Offensive String is there to calculate how well one attacks, the Defensive String is there to calculate how well one takes an attack. The Defensive String has almost all the same modifiers that the Offensive String does, like MM, Abilities, and Situational Modifiers, but rather than Base Damage we have Base Resilience.

  • Base Resilience is, as its name might imply, the measure of how tough you are, be it through immense and terrible mystic power, or just having really hard abs.

  • Now in our example, Mr. Demon is kinda dumb and not very magical, so he has a Magic Modifier of 0, but he never ever skips gym day, so in addition to being able to use his torso as an impromptu cheese grater, he has a Base Resilience of 100.

  • And so, our Defensive String looks like this: Defensive String Mr. Demon: 100 Base Resilience, +0 Dice, -10 Distracted = 90 Damage Reduction That final number there, is what we'll call a Defensive Total from here on out.

  • Now, before we move on to the next String, some of you may notice that the Situational Modifier of being open isn't listed here. That's because it was an Offensive modifier for Sparkle, and as a general rule (though not an absolute), Situational Modifiers don't apply twice to different Strings. However, you'll also notice that -10 for Distraction, which was the reason he was open in the first place.

  • Final String:

  • And now we have the Final String. The Final String is where we take our Offensive Total and our Defensive Total, and subtract the latter from the former to get our Total End Damage, which is then subtracted from the target's Health.

  • Health (abbreviated as HP because reasons) is the measure of how much damage you can take before you go down. Depending on the context of a fight, hitting 0 health can do different things. In a sparring match it might knock you out, and in a gunfight it might knock you out of your transformation or if your not in it, give the wall behind you a new coat of paint.

  • The Final String generally looks something like this: Final String 20 Total End Damage.

  • Mr. Demon: 500 - 20 = 480 Remaining But, sometimes, another modifier will come into play. Any modifier that affects the Final String will always be an Ability Modifier. For instance, if Magical Girl Sparkle spent all her EXP to buy an ability that doubled her End Damage against Evil enemies like Mr. Demon, it would look like this: Final String 20 Total End Damage.

  • Sparkle Power: x2.

  • 40 Final End Damage.

  • Mr. Demon: 500 - 40 = 460 Remaining And that's the Final String. Putting it all together, Magical Girl Sparkle's turn looks like this:

  • Sparkle's Turn Magic Stick: 50 Base Damage, +50 Dice, +10 Opening= 110 Total Damage Mr. Demon: 100 Base Resilience, +0 Dice, -10 Distracted = 90 Damage Reduction.

  • 20 Total End Damage.

  • Sparkle Power: x2.

  • 40 Final End Damage.

  • Mr. Demon: 500 - 40 = 460 Remaining.

  • Side note: in the event Conditional Modifiers that key off End Damage come into conflict, the Defensive ability will proc first, and, if that renders the Offensive ability moot, negate the Offensive one. And that wraps up the basics. Now we move on to the complex stuff. First off, a topic delayed earlier and the main source of complexity in the system:

AbilitiesAbility Modifiers:

  • Ability Modifiers are... honestly a pain at times. There are so many of them, and so many things they can do. Ability Modifiers come in two types: Personal Abilities and Weapon Abilities.

  • Personal Abilities are those listed in the "Abilities" tab of one's Character Sheet. Things like Flight are good examples, but the expanse of what's possible with Personal Abilities is limited almost exclusively by the imagination of the person writing the sheet.

  • Weapon Abilities are the things listed on the "Ability" line in the description of the relevant weapon. (Although the term "weapon abilities" is something of a misnomer, as they can also apply to spells.) Unlike Personal Abilities, Weapon Abilities aren't defined within the text of the character sheet itself, and instead we have an external reference for them because, as a cursory glance will reveal, the full list of defined Weapon Abilities is far too long for most people to remember off the tops of their heads. Intercept: Intercept is an Ability that can be found in either category of Ability Modifiers, and possesses a few variants. At base, however, it causes an Intercept Conflict, wherein you compare Offensive Strings, and whoever has the higher Offensive Total wins, and treats the other guy's String as a Defensive String to solve for End Damage, or rather, Intercept Damage. Intercept Damage is then used as Base Damage for another Offensive String against the loser's regular Defensive String, and combat resolves normally from there.

  • Sub-strings: Occasionally, an Ability Modifier will key off the total of a String, but for some reason can't be included in the string itself, or the subsequent string. In these cases, it prompts a Sub-string for application of the modifier, placed between the String whose Total it is modifying and the subsequent String.

  • Multipliers and O-Ops:

  • Now, in the course of applying the various modifiers to the relevant Strings, you'll encounter four relevant symbols. Listed, they are: + (Additive) - (Subtractive) % (Percentage) x (Multiplier) Take special note of that last one, it's funky.

  • Additives and Subtractives are fairly simple; you simply add or subtract the relevant number from your current subtotal of the String in question as you follow the Order of Operations, or O-Ops for short. We'll cover that in a bit more detail momentarily.

  • The next Modifier Symbol we have is a Percentage. Percentages are almost always part of Ability Modifiers, and never show up explicitly in the Offensive or Defensive Strings. Where Additives or Subtractives are flat number changes like +10 or -5, Percentages scale proportionately to something. However, they're calculated before addition to a String and applied as an Additive or Subtractive. The exception here is the Final String, where Percentages can appear as explicit modifiers, but they're always supposed to be paired with an Additive or Subtractive to indicate whether they're an increase or a reduction.

  • And finally, the Multiplier, the odd duck out. Multipliers, uniquely, are not a flat bonus, but instead affect the entire subtotal of the entire String. For example, in Magical Girl Sparkle's Offensive String above, a damage bonus of 100% would be represented as a +50 for an Offensive Total of 160, while a x2 Multiplier would double the entire Offensive Total for a result of 220.

  • It's important to note that Multipliers in the same String apply to each-other additively (lowercase "a", not to be

  • Confused with Additive Modifiers), so Multipliers of a x2 and one of in the same String would result in a final Multiplier of x5, not x6. However, if the Multiplier(s) in question apply on separate strings in the same calculation, it can become self-compounding.

  • Divisors also exist, but don't get a symbol because it's not standard on English keyboards, and they're pretty rare besides. Due to the lack of the symbol, Divisors generally prompt Sub-strings where they come into play. Otherwise, they function identically to Multipliers, just in the opposite direction.

  • Now, as far as O-Ops goes, for the Offensive and Defensive Strings, always read Left to Right, while for the Final String, if there are any modifiers they apply from Top to Bottom. It's important to note that Multipliers are always listed at the end of the O-Ops list, after all the Additives and Subtractives have been applied.

  • As a general note, whenever something results in a fraction, it's rounded to a whole number. Whether that's up or down depends on context; it rounds in whichever direction is most inconvenient to the protagonist.

  • On Divine Beings and Defensive and Offensive tiering. And the sheer bullshit scaling that is the following. (copied over from the quest for sheer information value).

  • On a quick note, for you and your descendents Tiering up works every 100 levels and has no Affinity requirements.

  • Divine Beings.

  • The term 'Divine Beings' in this essence is a catch-all term for entities that can operate on planetary or inter-planetary scale. Nine times out of ten they resemble floating masses of pure energy that can direct their own actions by a defined will. Genius Loci that cover entire planets or solar systems, like Gaia, also fall under this catch-all term as well. They don't tend to get involved in 'mortal' matters mostly because 'mortals' aren't really capable of effecting beings on their level save for rare cases (Humanity is one of those rare cases but more on that later.) All Divine beings share several universal traits amongst each other, and these traits are as follows:

  • They all have a minimum of Seven Affinities. The weakest Divine Beings have Seven while the average goes up to nine or ten. Each Affinity over ten, they grow an order of magnitude scarier to other Divine Beings. Gaia, having twelve affinities, is towards the upper end of the food chain, and that's not even starting on her unique stats that let her exist in a level that she shouldn't be able to. (Again, exceptions exist.) Past the Affinities, Divine Beings also share several passive abilities, some of which you probably already know if you have read Crystalwatcher’s quest:

  • Beyond Good and Evil Celestial Combat.

  • Among others not shown. These abilities show that the entity possessing them is divine in nature, if not affinity. Stronger and weaker versions exist, but the weaker versions will not allow the entity the ability to effect those with the stronger versions, because they exist on completely separate levels of reality than each other.

  • Again, there are some exceptions to the rule that allow a weaker existence the ability to harm a stronger one but those are rare... ish. The Four Goddesses (crystal watcher’s magical girl quest) are all exceptions in their own way. They're called Goddesses for a reason.

  • Anyway, outside all that, Divine Beings tend to be as different from one another as the stars in the sky.

  • When making Divine Beings,(as opponents or otherwise) just remember that they come in all shapes and sizes. But they also don't see the world the same way we do, as far as most of them are concerned most mortals are little more than pests like ants or blobs of goo.

  • If a Divine Being takes up a species as a weapon, then they tend to garner a lot more attention: Humanity being one of the scariest weapons out there thanks to gaia giving us our Evolution of Warfare which is so far an ability they have in the quest.

  • Edge of Mortality / Tectonic Combat The Divine Being cannot be directly targeted by any attack that lacks sufficient range to affect a continental change. Anything that falls short of such a scale is rendered ineffective and ignored. / The Divine Being can wage combat on continental scale.

  • These are the bridge between merely mortal existences and Divine Beings. Theoretically, powerful mortals are more than capable of engaging these guys on their own, but individuals of that kind of power are rare.

  • For you to acquire capabilities on this level you will need to have reached Tier 1.

  • Beyond Good and Evil / Celestial Combat The Divine Entity cannot be directly targeted by any attack that lacks sufficient range to effect a global change. Anything that falls short of such a scale is rendered ineffective and ignored. / The Divine Entity is capable of waging combat against planetary bodies and godlike beings.

  • These are where the real "Godlike" beings start. At their weakest, they hold sway over some form of natural phenomena like storms and tides. An easy way to think of these types are ancient pantheons like the Greek Pantheon with Zues, Hera, and their inter-fuckery family tree. Stronger Divine Beings on this level go into Gaia's territory of being entire planetary Biospheres or even the immediate space surrounding a planet. (World) For you to acquire capabilities on this level you will need to have reached Tier 2.

  • Blue And Orange Morality / Titanomachy The Divine Entity cannot be directly targeted by any attack that lacks sufficient range to effect interplanetary change. Anything that falls short of such a scale is rendered ineffective and ignored. / The Divine Entity is capable of waging combat against interplanetary beings and multiple planets simultaneously.

  • This leap goes from planetary bodies to entire solar systems. This means the Star, every planet that orbits it, and everything else caught within its gravity well. Powers at this point start becoming a lot less interested in "Mortal" matters because the likelihood of a mortal gaining enough power to affect them becomes far less likely. Instead what they focus on is the overall strength of a given mortal species instead, identifying them as a single entity instead of individual existences. Getting noticed by one of these things is usually a good way to get your people extinct. (Solar).

  • For you to acquire capabilities on this level you will need to have reached Tier 3.

  • Abstract Morals / Stellar Combat The Divine Entity cannot be directly targeted by any attack that lacks sufficient range to effect interstellar change. Anything that falls short of such a scale is rendered ineffective and ignored. / The Divine Entity is capable of waging combat against interstellar beings and multiple star systems simultaneously.

  • Again, this leap goes from star systems, to entire star clusters. They average out about the Exodus Cluster in sixes normally. Beings on this scale are beyond the reach of Mortals to match, but are still easily comprehensible to our understanding. At this point anything that can't reliably kill a star system doesn't register on their radar, and if it does, they tend to ignore it until whatever it is starts bothering them. Then they supernova the area and call it a day. Think about that. (Exodus).

  • For you to acquire capabilities on this level you will need to have reached Tier 4.

  • Impossible Morals / Galactic Warfare The Divine Entity cannot be directly targeted by any attack that lacks sufficient range to effect galactic change. Anything that falls short of such a scale is rendered ineffective and ignored. / The Divine Entity is capable of waging combat against galactic beings and entire galaxies simultaneously.

  • These guys represent galactic arms at minimum and two or three galaxies at the higher end of the scale. By the time you hit this point these things don't even know that Mortals even exist. From this position, Gaia herself is nothing more than a fleck of dust that dances in the light to them. Billions of stars are born and die almost constantly within their bodies, and they don't even notice. A cursory thought from one of these things would probably vaporize Gaia, let alone a mere mortal. (Star Stream).

  • For you to acquire capabilities on this level you will need to have reached Tier 5.

  • Edge of Rationality / Universal Combat The Divine Entity cannot be directly targeted by any attack that lacks sufficient range to effect universal change. Anything that falls short of such a scale is rendered ineffective and ignored. / The Divine Entity is capable of waging combat against universal existences and their universes simultaneously.

  • Exactly what it says on the tin: Everything within a single "Universe" makes up one of these things. Every now and then one might get just strong enough to spill over into another universe, but that doesn't happen often. But all of that is besides the point, because these guys are so far above your ability to so much as scratch it wraps back around into funny, then collapses into a back hole. If you need it to explain what kinds of scales I'm talking about here, then you're probably not that far in school yet. Or you simply skipped the rest of this post. (Universal).

  • For you to acquire capabilities on this level you will need to have reached Tier 6.

  • Beyond Morality / Infinitely Your Greater The Divine Being cannot be targeted by anything incapable of causing change on an intergalactic, trans-dimensional scale. Anything that falls short of such insane range is negated and ignored, regardless of power. / The Divine Being is capable of waging war on Trans-dimensional existences, as well as entire universes simultaneously.

  • If the last one was the tip of the iceberg, then this is the ocean it was floating in. These are literal divine existences that go beyond just representing a given area or influencing it, and strike into taking up a physical aspect of reality. A stray shot from one of these can splatter a dozen or so universes by accident. And that's if they're not trying. Combat on this scale goes beyond a simple numbers game and into a contest to see who can cheat at life better than everyone else can. And they can cheat very well. (Universal-Divinity).

  • For you to acquire capabilities on this level you will need to have reached Tier 7.

  • Multiversal scale and scales to up to close to being a single omniverse Anything that falls short of this scale is negated and ignored, regardless of power. The being that is at this scale is capable of waging war on a single omniverse scale. (Multiversal-Divinity).

  • For you to acquire capabilities on this level you will need to have reached Tier 8.

  • Omniverse to multiple Omniverses. Anything that does not apply to this scale is negated and ignored, regardless of power. The being that is at this scale is capable of waging war on an inter-omniversal Scale. (Omniversal-Divinity).

  • For you to acquire capabilities on this level you will need to have reached Tier 9.

  • Omniversal manipulations across most of a timeline. Anything that falls short of this scale is negated and ignored, regardless of power. The being that is at this scale is capable of waging war across most of a timeline on a Omniversal Scale. (Timeline-wide Divinity).

  • For you to acquire capabilities on this level you will need to have reached Tier 10 Multi-Timeline manipulations across all existing Omniverses. Anything that falls short of this scale is negated and ignored, regardless of power. The being that is at this scale is capable of waging war across multiple timelines simultaneously on a Omniversal Scale. (Multi-timeline wide Divinity).

  • For you to acquire capabilities on this level you will need to have reached Tier 11.

  • Multi-Timeline manipulations to Omnipresence in all timelines in all Omniverses Anything that falls short of this scale is Negated and Ignored regardless of power. The being that is at this scale is capable of waging war across Most if not All timelines in all of Existence. (Omnipresent-Divinity).

  • For you to acquire capabilities on this level you will need to have reached Tier 12.

  • Conceptual Armor / Enforcement of Conceptual Change The Given Divine Entity cannot be harmed unless the attack is capable of enforcing a Permanent Conceptual Change onto Reality itself. / The Divine Entity is capable of enforcing a Permanent Conceptual Change upon Reality.

  • The pinnacle of Morality Barriers. These barriers are uniquely named based upon the Divine Being that is protected by it, but they all share the same aspect of becoming immune to pretty much everything that doesn't somehow enforce a permanent change to the underlying concepts of reality. Yes, it's that bullshit. Killing one of these things, means you just killed what they represent as a rule of the world. Kill Time? Time ceases to be a thing. Kill Life? Everything dies. Kill Death? Everything lives. Kill them both? Watch this. These beings can range anywhere from "a mortal could kill that" to "our reality just bent over" in their own individual powers levels, but all of them have a habit of just ignoring everything that goes on around them, and when they do get pissed off, things tend to start dying and there's nothing anyone can say about it. (Divinity-Exclusive).

  • For you to acquire capabilities on this level you will need to have reached a minimum Tier 2 The requirements are as follows, for reaching Tier 2 you may choose to become the embodiment of 1 Personal affinity. Reaching Tier 3 allows you to select 2. Tier 4 allows for a selection of 3 Personal affinities, this continues onwards in this manner. When you embody an Affinity you can use it to your leisure in any way you want in the Scale and Width of the Tier that your Transformation is in. Raw Magic Casts, Personal Abilities, Weapons and Spells that this affinity that you embody applies to can add a X1000 end calculation to output.

  • I suppose you qualify as a god at this point but whatever.

  • An example of Gaia’s Character sheet is in the Author notes below. She is a Planet tier existence, and wields Humans as a weapon.

  • Author notes I seriously recommend reading Crystalwatcher’s Magical Girl Quest, for a full understanding of what you have just drunk and read.

  • (Growth affinities do not apply the way they do in the actual quest, they just provide damage and endurance boosts as described in the quest) (Epic/Divinity/etc) Growth abilities on the other hand increase the rate at which you gain experience.

  • Full character sheets from examples used.

  • Name: Magical Girl Son Goku Health: 1200 Base Damage: 1000 Base Resilience: 900 Magic Modifier: 300 Affinity: Saiyan/Power/Epic.

EquipmentWeapon:

  • Name: Noyibo Level 1 Attacks per Turn: 1 Affinity: Saiyan/Combat Ability: Ghost touch/Extend Range.

SpellsSpells:

  • Name: Kamehameha - A flexible Beam attack that destroys anything it touches-Level 1 Base Damage: 2000 Magic Modifier: Base Magic Modifier x2 Affinity: Power/Epic Ability: Ray/Mana Charge.

AbilitiesAbilities:

  • Zenkai Boost EXP gained from combat by x(Health lost/10).

  • Ultra Instinct Level 1 Counter any attack sent at you that is weaker than 30% Base Damage + Magic Modifier without taking Damage.

  • Name: Magical Girl War Chaser Health: 2,000 Base Damage: 2,500 Base Resilience: 1,000 Magic Modifier: 2,500 Affinity: Conquest | Justice | Epic Weapon Godlight Starbow Level 1 Attack Per Turn: 3 Affinity: Justice Ability: Trans Smasher.

  • Spell Memory In Amber Level 1 Base Damage: 20,000 Magic Modifier: 20,000 Affinity: Conquest Ability: Double Cast.

  • Abilities The Final Rendition -Once per battle, War Chaser may resurrect at 50% of her max health.

  • A Promise to Keep: Champion of War Level 1 -All enemies on the battlefield take 1% of their Max health in damage per action taken.

  • Magical Girl Solid Core Also known as Anastasia Boheart. A.K.A. Nepgear / Localized Genocide Health: 6,000 Base Damage: 12,921 (Extended) / 6,460 (Retracted) 1.5 Base Resilience: 2,600 Magic Modifier: 400 +5 (x2-5) Affinity: Purity | Faith | Divinity.

  • Weapon Purifier Beam Level 17 Attacks Per Turn: 4 Affinity: Purity | Divinity Ability: Smite | Juggernaut | Mode Shift: Apocalypse (Barrel Extended) / Unstoppable (Barrel Retracted).

  • Spells Celestial Severance -A One-Hit linear attack that obliterates everything in it's path. Level 17 Base Damage: 3,276,800 x2 Magic Modifier: 450 +25 Affinity: Purity | Divinity Ability: Unstoppable | Prime Evil Slayer | Double Cast | Echo.

  • Starshine -Watch the sky fall. Level 17 Base Damage: 3,508 x1.25 Magic Modifier: N/A Affinity: Purity | Divinity Ability: Rain of Light | Prime Evil Slayer | Quadra-Magic | Target: Army.

  • Flight (Boosted): Level 28 -Solid Core is able to fly at 270mph. (Solid Core is capable of creating magical platforms mid-air that she is capable of pushing off of, or using to arrest her movement when necessary.)

  • Abilities INDESTRUCTABLE CORE Level 25 -The ultimate CORE frame. Once per turn if Nepgear would be killed, instead reduce her Health to 1. Nepgear is also immune to damage over time effects, as well as any form of mental pollution or mind control. In order for Nepgear to receive damage, the damage must exceed 99% of her total health. If this threshold is surpassed, reduce the incoming damage by 99%. Frame is capable of surviving CORE BREACH.

  • Skilled -Sacrifice four moves to negate an enemy attack.

  • Core Purge (Active) Level N/A -For five turns reduce Health by 5% per turn. All enemies within 50 meters take (Health Cost x 75) in damage per turn. Reduce Base Resilience by 25%.

  • No Longer Human -Negate 50% of Total End Damage. Ignore body damage modifiers. Stacks with Armored Core.

  • Gehaburn -During combat, Nepgear can kill a friend to gain a stacking x2 multiplier to her offense for the duration of the combat arc. Every friend she kills increases the stack by another x2 multiplier. Friends killed by Nepgear cannot be affected by the Reincarnate ability, or any of its derivatives.

  • High-Speed Combat (Level 4) -Nepgear is able to track objects moving up to 600 kph.

  • The Insurmountable Gap -If Final End Damage dealt to an opponent exceeds 50% of their health, double the damage dealt.

  • Echo of Peace -Presence of the ???? Core creates energy fields that reduce all hostile damage by 65% across the battlefield for Allied entities. Reduction is applied before damage calculation. Solid Core is unaffected by the damage reduction. Supremacy Zone -I shine as a star in the sky. So long as Solid Core can be considered 'in the air' she is immune to all damage from ground-based sources, though they can knock her out of the sky. When engaging in combat with an aerial opponent, increase Solid Core's damage by 50%. While in the air, Solid Core will automatically Intercept all enemy attacks that are aimed at her or her allies so long as they are within line of sight. If an aerial Intercept is successful, double the damage caused by Solid Core. During an Army Action, Solid Core will also bombard the Opposing Army with basic attacks thirty times per turn.

  • Fractal Synchronization -Solid Core is capable of aligning her Attack Spells with those of her allies in order to Synchronize them and create newer, stronger spells. If an ally has a Core Connection, multiply the Synchronization Result by Thirty.

  • Calamity Circuit -Full power from The ??? Core. Nepgear's Spell limit has been removed.

  • Segarite Core -Self-sustaining love... Each turn Nepgear gains 75% of her maximum health with no upper limit. Excess health is shed after the fight ends.

  • Gaia Will of the Earth.

  • Stats Health Stat: 35.000.000 Base Damage: N/A Base Resilience: 11.500.000 Magic Modifier: 66.666.666 Affinity: Earth | Fire | Wind | Water | Lightning | Sky | Magic | Life | Horror | Hope | Creation | World.

  • Weapon Humans Tier 9 Level 99 Attacks Per Turn: Yes Affinity: Earth | Fire | Wind | Water | Lightning | Magic Ability: Auto Assault | Autonomous Combat | Evolution of Warfare.

  • WEAPON Tier 4 level 100 Attacks Per Turn: N/A Affinity: Magic | Horror | Hope | Creation | World Ability: Auto Assault | Autonomous Combat | Instant Recovery.

  • Spells Instant Evolution Tier 7 level 100 Base Damage: N/A Magic Modifier: 10.000.000 Affinity: Life | Horror | Creation Ability: Possession | Max Boost.

  • Ability Passage of Time Gaia is completely and totally aware of every event that has ever happened upon her surface. Every thought, every idea, and every concept. As time passes this knowledge updates automatically and continuously through the collective experiences of the entire Human Race as they fight across different dimensions.

  • The World Egg -Gaia is capable of directly affecting anything and everything within her sphere of influence to a minor degree. The more in line with her intentions the object she influences, the more control she has over it.

  • Beyond Good and Evil -Gaia cannot be directly targeted by any attack that lacks sufficient range to effect a global change. Anything that falls short of such a scale is rendered ineffective and ignored.

  • Celestial Combat -Gaia is capable of waging combat against planetary bodies and godlike beings.

  • Link Link to quest information. https://forums.sufficientvelocity.c...haracter-building-thread.53371/#post-12076649 Link for ability list. https://docs.google.com/document/d/1sNnUHVZgGpVQpd_k_GsVPY4TLN7pqh2QQwcemEsN18A/edit.

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