SayakaQuest Thread 10: Glory To The Death

Fucking...ARGH. Why Dice? You fuck up my supposedly level appropriate encounters and now you kill off my adorable ducklings? WHY?!

[X] Before fight
 
[X] Before The Fight

You turn. "What is it, Tomo?" You ask. "Something you wanna say?"

She bites her lip. She sees Sukuyo and Yoko staring at her, before she just shakes her head. "I-it's nothing."

That's probably bullshit, but you aren't going to press the issue. You just shrug and keep walking.

[x] Look for witch.

You walk close...and immediately, you hear the light sound of a saxaphone from outside of a barrier. You turn towards it and, as soon as you do, the sound gets a little louder. It's a little tune, and it's accompanied by a small amount of brass. The entrance itself looks like it's gleaming gold.

[OPTION SELECT]​

[] Go inside.

[] Talk to...
-[] Write-in.

[] Write-in a plan.
 
So, what did we learn about this witch?

1. That "eye" is actually an air intake valve and we probably shouldn't attack it in melee.
2. This thing's fucking fast.
3. Its two middle fingers are ranged weapons.
4. Sukuyo's regular bullets, and a flaming shotgun shot, just bounced off of it.
5. It attacked via punches, flicks, and by shooting musical notes.
6. A punch is not enough to break through Sukuyo's DR.

Grabbing things and shoving them into the air intake valve to be mulched seems like the most deadly attack it has. Followed by Shooting notes and high speed punching then finally stationary punching and finger flicks. Coupled with its high speed and being a large hand, getting grappled by this thing is almost certain death, as was elegently shown by Akane getting mulched. As for dealing with its regular attacks, that's just up to the dice. There's nothing special about "dodge the musical notes before they cut you" and "don't get hit by the witch's melee attacks."

As for actually dealing damage to this thing, I'd still target the thumb first. Because we never actually saw what it could do and I'd rather never see what it could do. Then probably the recorder fingers to cut off the ranged attacks. Yoko could try and jam the air intake valve, but if that thing can just grind down what it pulls in, I'm not sure how effective it would actually be. I suppose this strategy largely depends on how strong the air intake valve actually is more than anything.

The newbies on the other hand...Pretty sure basic crossbow bolts and regular ammo won't cut it. Basic crossbow bolts might work, because they're more piercing than regular bullets, but all of Sukuyo's basic shots bounced off. Tomo can at least accel her bolts so she should be good. Sukuyo...could probably just make a bigger gun and she'd be fine as well. Yoko should probably focus on tripping up the Witch or trying to block, or at least slow down, the ranged attacks and melee attacks.
 
*deep breath*

Here we go.

[x] Go Inside.
[x] Talk to:
-[x] Everyone
--[x] "Watch your steps inside. Eyes open at anything suspicious enough."

Better safe than sorry.
 
[x] Go Inside.

So, if Akane dies twice more... we lose Akane for good?!
 
Oh...
That's... depressing, given the impact it would have on the other 3 present.
Which is exactly why we cannot screw this up. Akane is bascially the mentor for all three of our newbies, and the secret crush of one of said three. We lose her, and our newbie trio will either fall to despair, witchout, and cause us problems, or they'll be so shaken by the event they won't be there to fight Wally Nats with us.

EDIT:
So, you know...no pressure.
 
Question. Was it ever established how big a gun Sukuyo could make? I've gathered that it has to be man portable, but how big within those limits? A well placed RPG sounds real nice right about now. Well, maybe more an LMG what with trying to hit a high-speed moving target and all.

[X] Go inside

These four can't get shit for luck with these witch difficulty rolls, can they?
 
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