Votes closed.

By the way, I added chapter titles in the timeline.
Adhoc vote count started by Naron on Apr 22, 2018 at 2:06 PM, finished with 3774 posts and 7 votes.

  • [X] Plan Swift Collection
    -[X] Setup: Do a flyby of the city to spot the UES team. Have Chitin Dancer setup in an area with narrow streets and keep watch. Gather Soul Queller and beeline for the UES Magical Girls
    -[X] Dive-in: Soul Queller will land an initial strike on Supreme Tech (gently please), then try to tie up the other two girls. Sun and Moon should use Scorching Sunlight on the other two girls, then attempt to disable Supreme Tech with bludgeoning blows from their scepters.
    -[X] Up Up and Away: Use flight to escape with the hopefully disabled Supreme Tech. Blast buildings down to make it harder to follow you. Head towards Chitin Dancer. Heal up.
    -[X] Welcome to my Parlor...: (Actually I expect this should be after the fold, as it were) If followed use long-range Scorching Sunlight on Unyielding Paladin to weaken her (Try dropping a building on her if it seems practical), if Brave Heart is rushing ahead have Chitin Dancer trap her in a web and thump her into submission.
    [X] EXP-Plan Potent Eclipse
    -[X] Baleful Eclipse 6-10 (300 EXP)
    [x] Plan Ambush Contingencies
    -[x] Engage once they are moving in formation again.
    -[x] If possible, give Soul a spidersilk net or the like to help tie down brave heart mid-fight.
    -[x] Cover Sun in a tarp and don't use any spells on the approach. Also give Soul goggles/glasses to stop dazzle.
    --[x] Chitin Dancer tries to approach Supreme tech as stealthily as possible, with enough spiders to bind 4 people.
    ---[x] Chitin dancer leaves some spiders with sun to communicate when she is in position. (Well, as near as she thinks she can get.)
    --[x] Moon approaches from the front and starts the fight with a Scorching Sunlight at Paladin
    ---[x] Sun follows a few dozen meters behind her and joins the fight once Brave Heart is engaged.
    --[x] Soul Queller goes straight for brave heart once moon attacks.
    ---[x] Nonlethal, of course.
    ---[x] Soul Queller takes out brave heart and her 4 soldiers. Watch out for the spell!
    -[x] Once Moon attacks, Chitin Dancer binds Supreme tech and the soldiers.
    --[x] If it doesn't work, she tries to retreat and whichever of sun or moon is more available takes over fighting her. (Sun, if you have a choice.)
    ---[x] Try to knock her out with you scepters. Baleful eclipse her, if she's injured and you can get your other body in a position to cast.
    -[x] Use Shining protector against dangerous attacks (most notably brave heart's spell) if needed. Cast Soothing moonlight to heal whenever you need to.
    -[x] Once Chitin Dancer is available (from binding tech or Pris taking over), she tries to bind the other soldiers and, if she gets a chance, Brave Heart.
    -[x] Once Soul Queller is available, she helps with whatever is a problem. Unyielding Paladin potentially waking Brave Heart is considered a major problem.
    -[x] Sun and Moon try to stall Paladin. Don't kill her, don't synchronize Scorching Sunlight.
    --[x] Try to knock her out.
    --[x] Try to get between her and her allies and knock her back.
    --[x] If you can, use her as cover from the Soldiers' shots.
    --[x] Try not to let her block anything particularly dangerous with her shield.
    --[x] Use Synchronized attacks or Scorching Sunlight to break her damage barrier
    --[x] Be careful if she does anything dramatic.
    --[x] Moon can knock the soldiers out with her scepter if she gets a chance.
    -[x] If you get a chance, use Supernova to create an opening for your allies.
    [X] Plan Meet and Beat v2
    -[X] Preparations
    --[X] Take a couple or maybe three heavy tarps. Two of them - to give Sun and Moon something to hide their brightness, and maybe one for Chi.
    --[X] Take several pairs of really good sunglasses - for Chi, Soul Queller, possibly Judge and Clockwork Queen, in case Sun and Moon decide to go Supernova
    --[X] Ask Strength and/or Spring if they know if magical healing can heal the flu and other diseases. "I don't know" is assumed to be "worth trying out".
    -[X] Link up with Clockwork Queen's group. Reassure them.
    --[X] Exchange everyone's magical girl names. Name the pursuers as well.
    --[X] Say hello to Judge, try healing her with your two combined healing spells (unless Strengh and/or Spring tell us it doesn't help).
    --[X] Ask the group if they know something important about the pursuers, their tricks. Ask Judge in particular if the way she dealt with Brave Heart before would work on pursuers.
    --[X] After 15-20 minutes at most, depart to confront the pursuers. If Judge is successfully healed and offers help, take her. Otherwise, no volunteers accepted.
    -[X] Confront the pursuers
    --[X] Standard operating procedures (SOP) for the battle - Chi binds down every fallen enemy, and keeps the eye on surroundings and captives. Soul is dodge-tanking the magical girls and knocking out the soldiers, then knocking out magical girls - nonlethally if at all possible. Twins use Baleful Eclipse by preference, or Supernova to blind enemies if allies can take advantage of it. Moon is ready to protect her allies with Shining Protector at all times. After the initial ambush, twins preferrably stay in the air.
    ---[X] Chi uses her spiders to coordinate the girls to take out the flanking groups from ambush. Also, keeps an eye on surrounding area at all times.
    ---[X] If someone else we don't know (and we met Clockwork Queen's group) interferes or suddenly appears, Chi is to inform everyone promptly, and/or attempt to halt them in their tracks. If Judge is healed, she is also on this with Chi.
    --[X] Team 1 is Chi and Soul. Chi traps the entire team of Brave Heart, Soul knocks them all out. If Brave Heart is released, Chi retreats and Soul deals with her. Preferrably, nonlethal approach.
    --[X] Team 2 is twins, and Judge if healed. Hide along the path of Supreme Tech's team, ambush her with surprise Baleful Eclipse. Once she's down, take her team out as well.
    ---[X] The girls hide under tarps or in another way as to not glow brightly. Chi is using her spiders to signal them to attack. They are the ones to make the first move.
    ---[X] Judge is trusted to make her own decisions in the clash, with preference to swift non-lethal takedowns or distracting/harrassing the stronger opponents.
    --[X] If everything was done right, and there were no surprises, two of three MGs are out, and Paladin has rushed to help one of the teams. Link everyone up and take her and her team out. Do inform her that self-destruct devices were disabled and she should surrender. If she refuses, blast her with Scorching Sunlight once (from a single twin) to see if it makes her armor weaker, then return to SOP Baleful Eclipse.
    [x] Save It~
 
This plan sounds tolerable, I guess? I'm very afraid of brave heart just killing someone with it, though. The only person suited to fighting her is soul queller, and this makes sun and moon the most visible...

I'm also a little worried about lockdown on brave heart - she's been beaten by that weakness enough there's a good chance of her having planned for it.

It also doesn't even note the soldiers. They aren't a huge threat, but we should try to take them into account.
I thought about the soldiers, but thought blasting the opposing Magical Girls was a much more pressing use of spell slots than trying to disable the soldiers. Which means my plan for them is to have Moon absorb the damage if we start taking a bunch of shots. Think of it as one of the glaring holes that lets you focus more on another objective than your opponent could have expected.

Quick Collection is hoping Soul Queller running SEAD after blasting away will give enough shock value to tag-and-grab quick. If the flying group takes more than two turns of combat we've got issues.
 
Lost Cradle - Strategy Reigns SUPREME
Changelog

Sunlight Scepter's Detonate was changed to Batter

Batter: Has a 15% chance to stun an opponent for a turn. As well as a chance to leave behind a body modifier that reduces both their Damage and Base Resilience by 25%.


Previous training sessions about controlling Detonate are now attributed to controlling damage output in general.



Sun & Moon: Spell Upgrade

Baleful Eclipse
Level 6 -----> 7 -----> 8 -----> 9 -----> 10
Base Damage: 2,442 -----> 4,029 -----> 6,647 -----> 10,967 -----> 18,095
Magic Modifier: N/A
Affinity: Sun | Moon | Balance
Ability: Juggernaut | Smite | Non-Lethal | (Synchronize Only)​



[X] Plan Swift Collection
-[X] Setup: Do a flyby of the city to spot the UES team. Have Chitin Dancer setup in an area with narrow streets and keep watch. Gather Soul Queller and beeline for the UES Magical Girls
-[X] Dive-in: Soul Queller will land an initial strike on Supreme Tech (gently please), then try to tie up the other two girls. Sun and Moon should use Scorching Sunlight on the other two girls, then attempt to disable Supreme Tech with bludgeoning blows from their scepters.
-[X] Up Up and Away: Use flight to escape with the hopefully disabled Supreme Tech. Blast buildings down to make it harder to follow you. Head towards Chitin Dancer. Heal up.
-[X] Welcome to my Parlor...: (Actually I expect this should be after the fold, as it were) If followed use long-range Scorching Sunlight on Unyielding Paladin to weaken her (Try dropping a building on her if it seems practical), if Brave Heart is rushing ahead have Chitin Dancer trap her in a web and thump her into submission.

It takes a while to agree on something workable, but you have the time. Chi and Soul are both fine with their respective parts, too. It is a little sad Chi never tried to turn herself into several smaller versions of herself; you got the idea while planning. She did say she would play around with that idea later, though.

The sky is a little darker by the time you leave the hovercraft, right outside of Kursk's border. This is not because of the time, though; rain seems to be on the table soon.

"...are you alright?"
Soul looks back and forth between the three of you, a mixture of concern and grim written all over her face. Chi just shrugs while setting a few spiders over each of your transformed forms and ignoring your flinches. "Just peachy."

There are a few things on your mind; whether it was the right choice to bring these two, if Judge is okay and whether you can go see her afterwards... but aside from that, you have been worried about your opponents as well; these girls are incredibly strong.

Now however, those worries are mostly gone, pushed back to make room for more important thoughts. The time to ponder is over, you need to concentrate and be your very best. A double nod is given to Soul, who offers a weak smile in return.

The three of you check the transmitter again to make sure it does disable remote-detonation of Unyielding Paladin's and Supreme Tech's bombs; only then do you point upwards. "Alright. Let's get going."

With that, you rise to the sky while Chi quickly wanders into one of the buildings. Soul probably does not notice because she has no idea what to look for, but you can see the faint, skittering forms of thousands of spiders just a few seconds later. A chitinous flood unseen to eyes on the ground, quickly dispersing throughout a whole block and further. Only a scant few remain with you.

"...you girls seriously need to work on your speed. This is a casual stroll to me."

Soul flies ahead, so she can not see you blush; not that it is particularly visible under your protective veils. In return, you are plenty visible... but so is the large sphere hanging in the sky just a few dozen metres away. It hovers gently and once you saw where it flies, you spot another one far away on the same path.

That must be Supreme Tech's weapon. They have to be nearby.

...

Actually finding them, it turns out, is much more difficult. Even with the weapons lazily tracing their paths and your knowledge that their control range is limited, you can not find any trace of the group you are after.

At least that gives you some time to look for a good ambush spot in the city; there are a few narrow streets, but most of them not close to each other.

After a while, you notice something and gently poke the tiny spider on your shoulder before pointing down at a place; dilapidated and halfway collapsed buildings block most of the cracked street, forming a small labyrinth at an intersection. There are a few clicks by your ear -the most noise Chi can make with that few spiders- and the crawlies on all three of you quickly go to hide. You can put them to the ground later.

When you turn to go back to search however... you see her.


Unpleasant memories of previous meetings are cast aside, but you can not stop yourself from shivering. She is staring right up at you, sword pointed at the ground and a weak glimmer surrounding her.

Everything stills for a moment as your eyes meet even over such a distance. Brave Heart's expression is unreadable, her pink tunic flapping lightly in the breeze... and then you see it, a reflection off to the side where none should be. Thanks to your light brightening up the place, one hiding girl has already been found in one of the nearby houses.

"Stay behind me and keep to the plan."

And then, without caring for the obvious trap, Soul dives for the girl. She speeds up so quickly you could not even follow her closely if you wanted to, gracefully rolling past three salvos of bullets and a handful of energy lances. The former came from squads of soldiers, the latter from Brave Heart herself.

Once your friend reaches ground level, something big bursts out from behind a wall right by her side while Brave herself rushes forward. Soul seems like water, flowing around both swings with a grace you can not hope to ever match.

The dust settles quickly, giving you a first glance at Unyielding Paladin.


She is tall and her lips are pressed into a firm line over having missed, but Soul just twirls around them and rushes forward. Right toward where you saw the light before. To make sure they do not follow her, you quickly raise your scepters. ""Scorching Sunlight!""

Beams lash out and you watch with a sense of satisfaction how both of your opponents whirl around in surprise. They are far too late to do anything, though.

(Scorching Sunlight: +20480 Base Damage, +2048 Surprise, +7 dice, +100 Rebalanced Existence = 22,635 Total Damage
Brave Heart: +600 Base Resilience, -300 holyshitwhatthefuck, +38 dice, +100 Existence of Stories Out Of Balance = 338 Total Damage Reduction

22,297 Total End Damage

Unwavering Shield (-4,211): 18,086 Total End Damage

Heroes Never Die: Damage Negated
Armour Removal negated)

(Scorching Sunlight: +20480 Base Damage, +2048 Surprise, +23 dice, +500 Rebalanced Existence =23,051 Total Damage
Unyielding Paladin: +9000 Base Resilience, +87 dice, +500 Legendary Existence Out Of Balance = 9087 Total Damage Reduction

13,964 Total End Damage

Unwavering Shield (-4,430): 9,534 Total End Damage
Shieldwall (50%): 4,767 Total End Damage

Unyielding Paladin Health: 22,500 - 4,767 = 17,733
Armour Removed All-Enduring Plate)


Brave Heart's magic absorbs your light wholesale, but the other beam punches through Unyielding Paladin's magical shield and bites deep into the girl's shoulder, making her frown in pain. Both stop, one out of obvious bafflement and the other to lay a hand on the wound; you only barely manage to pass above them before one casts her spell -"Healing Hand"- and pokes her sword at you, but misses. The other blade comes flying.

(Healing Hand: +4000 Base Heal, +286 dice = 4,286 Total Damage Healed

Unyielding Paladin Health: 17,733 + 4,286 = 22,019)

(Blade of Judgement: +495 18581 Base Damage, -9291 Just tickling a foot +12 dice, +9291 Magical Girl Slayer, x2 The Mighty Have Fallen Equality! = 18,593 Total Damage
Primordial Moon: +700 Base Resilience, +17 dice = 717 Total Damage Reduction

17,876 Total End Damage

Veil of the Lunar Goddess: Damage negated)


You can feel Brave Heart's magic try to do something to the already supercharged sword scraping by your foot, but suppress it without a second thought. The blade is ultimately repelled by your magic and vanishes a moment later, but you pay it no mind.

"Hey, wait! Stop!"
"Surely they're going to do just that."
"Shut up!"

She sounds more annoyed than angry, much different from last time. On the other hand, Paladin is completely calm.
At least Soul finally reached your actual target, though she has to weave past a hail of bullets from another orb floating nearby. Supreme Tech...


...narrows her eyes and clenches a mist-covered fist at the blur that is your ally. "Skyfall!" Then Soul's sword hits her right in the stomach, but not before the one orb by her side and one in the alley right next to you explode violently.

(Soulsword: +3000 Base Damage, +2000 Horrific Speed Gap, +2530 dice = 8,530 Total Damage
Supreme Tech: +480 Base Resilience, no dice = 480 Total Damage Reduction

8,050 Total End Damage

Unwavering Shield (-4,275): 3,775 Total End Damage

3,775 Final End Damage

Supreme Tech Health: 2,400 - 3,775 = -1,375
Supreme Tech knocked out)

(Skyfall: +700 Base Damage, +8850 Stolen Magic, +350 Surprise, x2 Bow Before Technology Equality! = 9,900 Total Damage

Soul Queller: Target is not there

Primordial Sun: +105 Base Resilience, +11604 Veil of the Solar Goddess, +500 dice = 12,209 Total Damage Reduction

Primordial Moon: +700 Base Resilience, +3 dice = 703 Total Damage Reduction

Sun: no damage
Moon: 9,197 Total End Damage

Veil of the Lunar Goddess: Damage negated

Grand Dispel active; no active magic for one turn)


There is an ugly clattering noise when Soul's weapon impacts; Supreme Tech is smashed into the wall by her side while the explosion she tried to catch you with rolls over your veils harmlessly; Soul herself somehow manages to phase through the explosion.

A weird feeling comes with the spell, but at least you can see that your friend's attack took hold; Supreme Tech was knocked out and where a machine-girl was before, there is now one of flesh and blood. Her transformation is gone. Another orb falls to the ground nearby though out of sight.

You are by Soul's side a moment later, exchanging nods with her as she turns to confront the opposition. You quickly pick up the downed girl before any of the soldiers can snatch her away... though they are only watching you for some reason. Three men and one woman, all clad in military green-and-brown uniforms... no one but you can see them from here. One of the men tips a finger to his temple before they all shoot their rifles. And miss by quite a bit.

You huddle closer together around the downed body anyway, feeling a little warmer at the fact you seem to have more friends here than you thought. Then you hoist Supreme Tech up and turn-

(Intercept:

Soulsword: +3000 Base Damage, +1252 dice, +400 Hostile Myth Effect = 4,152 Total Damage
Silver Bulwark: +2000 Base Damage, +500 Unexpectedly Nimble, +1304 dice, +500 Hostile Legend Effect = 4,304 Total Damage

152 difference, Silver Bulwark wins
Cleave: Soulsword is destroyed

Silver Bulwark: +152 Intercept Damage, +1845 dice, +500 Hostile Legend Effect = 2,497 Total Damage
Soul Queller: +1500 Base Resilience, +1638 dice, +400 Mythical Existence = 3,538 Total Damage Reduction

No damage)


-only to find Soul's sword being cut in two from Paladin's swing. It has too little strength to hurt her after meeting the other weapon, but you can see the shock on your friend's face. She darts past the much taller girl and takes to the air again, where you quickly follow.

"That's not... come back!"

Brave Heart shouts after you, which you ignore. Keep to the plan...
You got Supreme Tech, that is a good start. Ana pokes you with warmth from afar, having noticed your the feeling of success. You indulge in it for a moment and poke her back.

"Bloody bitch broke my weapon... hey, pass her over. I'm faster than you anyway and my hands are free."

It only takes a moment until Soul holds your first catch of the day, but then you all have to dodge another hail of bullets. She does it much more easily than either of you, but at least you get out of the way. If she sees you flailing, she does not say anything... that is nice of her.

Then you look back down and find Brave Heart herself rushing after you, whatever Supreme Tech left with her spell having dissipated by now. Around her gleam more than a dozen of the same spears she threw earlier, taking off the moment you turn.

By the time you realise they are coming for you, they are already there, a tide of light crushing into your magical field.

(
Heavenly Lance: +500 Base Damage, +100 Hostile Story Effect Out of Balance, x6 Anti-Air = 3,000 Damage
Heavenly Lance: +500 Base Damage, +100 Hostile Story Effect Out of Balance, x6 Anti-Air = 3,000 Damage
Heavenly Lance: +500 Base Damage, +100 Hostile Story Effect Out of Balance, x6 Anti-Air = 3,000 Damage
Heavenly Lance: +500 Base Damage, +100 Hostile Story Effect Out of Balance, x6 Anti-Air = 3,000 Damage
Heavenly Lance: +500 Base Damage, +100 Hostile Story Effect Out of Balance, x6 Anti-Air = 3,000 Damage
Heavenly Lance: +500 Base Damage, +100 Hostile Story Effect Out of Balance, x6 Anti-Air = 3,000 Damage
Heavenly Lance: +500 Base Damage, +100 Hostile Story Effect Out of Balance, x6 Anti-Air = 3,000 Damage
Heavenly Lance: +500 Base Damage, +100 Hostile Story Effect Out of Balance, x6 Anti-Air = 3,000 Damage
Heavenly Lance: +500 Base Damage, +100 Hostile Story Effect Out of Balance, x6 Anti-Air = 3,000 Damage
Heavenly Lance: +500 Base Damage, +100 Hostile Story Effect Out of Balance, x6 Anti-Air = 3,000 Damage
Heavenly Lance: +500 Base Damage, +100 Hostile Story Effect Out of Balance, x6 Anti-Air = 3,000 Damage
Heavenly Lance: +500 Base Damage, +100 Hostile Story Effect Out of Balance, x6 Anti-Air = 3,000 Damage
Heavenly Lance: +500 Base Damage, +100 Hostile Story Effect Out of Balance, x6 Anti-Air = 3,000 Damage
Heavenly Lance: +500 Base Damage, +100 Hostile Story Effect Out of Balance, x6 Anti-Air = 3,000 Damage
Heavenly Lance: +500 Base Damage, +100 Hostile Story Effect Out of Balance, x6 Anti-Air = 3,000 Damage
Heavenly Lance: +500 Base Damage, +100 Hostile Story Effect Out of Balance, x6 Anti-Air = 3,000 Damage
Heavenly Lance: +500 Base Damage, +100 Hostile Story Effect Out of Balance, x6 Anti-Air = 3,000 Damage
Heavenly Lance: +500 Base Damage, +100 Hostile Story Effect Out of Balance, x6 Anti-Air = 3,000 Damage
Heavenly Lance: +500 Base Damage, +100 Hostile Story Effect Out of Balance, x6 Anti-Air = 3,000 Damage
Heavenly Lance: +500 Base Damage, +100 Hostile Story Effect Out of Balance, x6 Anti-Air = 3,000 Damage
60,000 Unified Damage, x2 The Mighty Have Fallen Equality! = 60,000 Total Damage

Primordial Sun: +105 Base Resilience, -53 holyshitwhatthefuck, -5000 Previously Overextended Dodge, -14626 Juggernaut, +11604 Veil of the Solar Goddess, +5792 dice, +2000 Rebalanced Existence = 178 Extra Damage

60,178 Final End Damage

Shining Protector: Primordial Moon takes damage instead of Primordial Sun

Primordial Moon Health: 98,781 - 60,178 = 38,603)


It overpowers all of your magic in an instant and crushes it inwards, you only barely manage to redirect it from Sun to Moon. Ethereal strands connect your bodies for a moment as the spears slam into Sun without relaying their momentum; you gasp as stabbing wounds open all over one body where the other gets hit, both of your bodies thrown aside only a few metres in different directions.

Moon soon is coated in a layer of crimson that turns almost green, covering and covered by bluish gleams. Pain explodes somewhere in the back of your head, but you bear with it and push it away. You are not dead and Brave Heart is being left behind by the fact she has to smash through buildings to follow you. Soul throws you a concerned glance, but you wave her off. An equivalent to that is what you do to Ana, who got worried over something you might have sent while not paying attention.

After redirecting your course and stopping to flail, you raise both your scepters at Moon. ""Soothing Moonlight!""

(Soothing Moonlight: +7020 Base Heal, +205 dice = 7,225 Damage Healed
Soothing Moonlight: +7020 Base Heal, +205 dice = 7,225 Damage Healed
Soothing Moonlight: +7020 Base Heal, +205 dice = 7,225 Damage Healed
Soothing Moonlight: +7020 Base Heal, +102 dice = 7,122 Damage Healed
Soothing Moonlight: +7020 Base Heal, +102 dice = 7,122 Damage Healed

35,919 Total Damage healed

Primordial Moon Health: 38,603 + 35,919 = 74,522)


There is some trouble stringing as many beams together on Sun's end, but at least you manage two. A lot of the injuries you just sustained vanish about as fast as they appeared while you quickly make your way to where Chi is lying in wait. Some of her spiders got killed just now... ugh, they smell and you would rather wipe the stains off, but now is not the time.

A fat drop of water hits your face by the time everyone lands at 'your' intersection, making you look up. There is a faint glistening where Sun's brighter light gets reflected by silk hidden within rubble, cracks and everything else that could be counted as cover. Your position is very obvious with how dark the sky has become now. The beginning drizzle dampens everything though; Chi's threads become less visible even in direct light.

"Hang on."
Soul puts Supreme Tech down in a somewhat covered spot to protect her from the rain, leavin her for Chi to take care of. Then she drops her transformation and quickly reapplies it, sighing in relief with her sword back in hand. She left the hilt and blade back at the other place, where they were cut in two. "Much better."

You use the time to heal yourself also, taking a breath of relief once the wounds vanish entirely. Crushing noises come closer still, spiders dart around your feet and into their hiding places.

(Primordial Moon: Back to full Health)

You have one down and two to go, this can work.

And in this moment, the ruined wall to your left explodes in a shower of dust and debris to reveal Unyielding Paladin, charging in shield-first. Brave Heart follows right after her, sword ready and cloaked in mist of warring colours as actinic light plays over her form.

The smaller girl's eyes immediately zero in on you, making it clear who she is going to hit first. Then she jumps...

"Pr1SoN &f Si/k!"
Chitin Dancer's voice is jarring, screeching, roaring, grumbling; an inhuman wail that makes you all pause in shock for a moment while strands of silk shoot out from almost everywhere. They simply slide off of Unyielding Paladin wherever they touch, but rope around the surprised Brave Heart without a care for her attempt to get out of the way. "Oh, not agai-" "Here."

But before Chi can pull her away and out of sight, Paladin primly cuts through all the silk on one side and pulls her partner out in a single fluid movement; then she throws her your way with force.

(Silver Bulwark: Too little damage to hurt Brave Heart

No damage)

(Blade of Judgement: +495 18581 Base Damage, +9291 Ramming Speed, -9291 Flat Side Of The Blade, +32 dice, +9291 Magical Girl Slayer, x2 The Mighty Have Fallen Equality! = 25,904 Total Damage
Primordial Moon: +700 Base Resilience, +14 dice = 714 Total Damage Reduction

25,190 Final End Damage

Primordial Moon Health: 98,781 - 25,190 = 73,591)


She hits you square in the chest, the force of her swing and momentum throwing you right through a wall to the other side and into a stuffing of silk that prevents Moon from leaving the field entirely. Brave Heart is watching the both of you, her magic still glowing brightly. Paladin keeps Soul at bay, making it impossible for her to bother the smaller UES-girl.

"This is your last chance. Surrender."

You quickly sneak in a healing spell while she still speaks, though Sun is in no position to join in.

(Soothing Moonlight: +7020 Base Heal, +40 dice = 7,060 Damage Healed
Soothing Moonlight: +7020 Base Heal, +40 dice = 7,060 Damage Healed
Soothing Moonlight: +7020 Base Heal, +40 dice = 7,060 Damage Healed

21,180 Total Damage Healed

Primordial Moon Health: 73,591 + 21,180 = 94,771)


"And come out of there."

You dally only for a moment; now Brave Heart is really mad and you do not want to risk making her actually angry instead of just annoyed. Water splashes down ever stronger, making you almost lose sight of your surroundings if not for the lights shining; both of your bodies, Brave Heart, Unyielding Paladin, even Soul. Your arcane glows brighten the darkness, becoming beacons in what comes rather close to night itself.

But your sun is shining above these clouds, the moon hanging in the distance around the horizon... and you are not done yet.


Time for a new plan?

[] Write-in how to go about this


[] EXP-Plan
-[] Write-in what to buy
-[] Save it

=====

Allies:
-Primordial Moon: [94,771 / 98,781], ready
-Everyone Else: [Full Health], ready, Sun's Modifier Save at 5,792


Opponents:
-Brave Heart: [2,250 / 2,250], annoyed, Unwavering Shield for 4,211, Absorbing Aegis at 18,086
-Unyielding Paladin: [22,500 / 22,500] , Unwavering Shield for 4,430
-Supreme Tech: Neutralised, secured by Chitin Dancer
-Soldiers: Left Behind?

(UES) Magical Girl Brave Heart

???
a.k.a.: The Champion of Europe
Stats

Health: 2,250
Base Damage: 495
Base Resilience: 600
Magic Modifier: 220


Affinity: Change | Justice | Story
Weapon


Blade of Judgement
Level 11
Attacks Per Turn: 3
Affinities: Change | Justice
Ability: Return | Prime Evil Slayer | Magical Girl Slayer
Spells

Avatar of Retribution
Level 45
Base Damage: 5,400
Magic Modifier: 5,400
Affinity: Change | Justice | Story
Ability: Slash Hell | Smite | ???


Heavenly Lance

Level 10
Base Damage: 500
Magic Modifier: 20
Affinity: Justice | Story
Ability: Anti-Air | Juggernaut | Hit by Modifier
Abilities

Absorbing Aegis
-Sum up all damage negated by Heroes Never Die; add 100% of this sum to your Base Damage and 75% of it to Base Resilience; this holds on until the end of battle
-When Total End Damage dealt to you is above 60% max. Health, reduce it by 90%

Inhuman Skill
-Sacrifice two moves to negate an enemy's action

Heroes Never Die
-The first non-negligible damage directed at Brave Heart each turn is nullified

The Mighty Have Fallen
-Double Total Damage dealt against Magical Girls of higher growth

Tide of Change
Level 15
-Increases Maximum Health and Base Resilience


(UES) Magical Girl Unyielding Paladin

Alicia Alessi

Stats

Health: 22,500
Base Damage: 2,000
Base Resilience: 9,000
Magic Modifier: 2,500


Affinity: Implacable | Protection | Legend
Weapon

Silver Bulwark
Level 10
Attacks Per Turn: 6
Affinities: Protection | Legend
Ability: Cleave | Adamantine | Stagger
Spells

Unwavering Shield
Layer a defensive bulwark around an ally
Level 6
Base Damage: 3,000
Magic Modifier: 1,500
Affinity: Protection
Ability: Boost All | Damage Barrier


Healing Hand
Lay your hand on a wound and have it vanish
Level 4
Base Damage: 4,000
Magic Modifier: 600
Affinity: Protection
Ability: Heal
Abilities

All-Enduring Plate
-Treat armour piercing Abilities as one tier lower than they are; immune to all effects that lower Base Resilience.

Shieldwall
-Reduce Total End Damage by 50%; if defending another, reduce Total End Damage by 90% instead

Unyielding Resolve
-Immune to movement-impairing effects

Energy Surge (Active)
Level 15
-???

Rigid Armor
Level 15
-Increases Maximum Health and Base Resilience


(UES) Magical Girl Supreme Tech

???
Stats

Health: 2,400
Base Damage: 630
Base Resilience: 480
Magic Modifier: N/A


Affinity: Technology | Excellence | Story
Weapon


Future of Man
Level 9
Attacks Per Turn: 2
Affinities: Technology
Ability: Proxy Caster | Levitate
Spells

Skyfall
Level 7
Base Damage: 700
Magic Modifier: N/A
Affinity: Technology
Ability: Detonate | Grand Dispel
Abilities

Magic bows Before Technology
Level 12
-Skyfall can be cast simultaneously by any number of active instances of Future of Man in a single action; weapons are destroyed and the damage of Skyfall is increased by the sum of all Magic Modifiers on the targets, then multiplied by the number of weapons that cast.
-Up to 6 instances of Future of Man can be active at the same time; whenever there are less than the maximum active, spend an action to materialise up to three new iterations.

Finding the Unnatural
Level ???
-Capable of sensing active magic use within ???; ???

Radio Silence
Level 14
-Future of Man can not be remote-controlled further than from 140m away

Enhanced by the Means of Man
Level 8
-Increases Maximum Health and Base Resilience


=====

+10xp At Last We Meet Again (Only Pris)
+15xp Met Unyielding Paladin (Only Pris)
+5xp Met Supreme Tech (Only Pris)
+10xp Got Tech Before Things Became Troublesome (Only Pris)
+15xp Not Felled by The Champion (Only Pris)
+5xp 'Surprise' Attack (Only Pris)
+1xp Still There In The Background (Only Ana)

EXP gained: 60 + 60 + 1 = 121
Total EXP: 716​

=====

...so many things happened here.

As an example, we saw All is Equal and Shining Protector in action for the first time; they even prevented a bad end there.
 
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I only just realised there is no image of Brave Heart's weapon.
So I looked for one and added it into both the sheet at the end of this Update and the one on the front page.
 
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Well, it went about like I expected. Brave heart is so annoying...

Well, on to our counter-plan.

We cannot take out brave heart nonlethally without a lot of trouble and/or spending xp. It seems she has not prepared a counter to binding, however.

So if we take out paladin, chi can just bind her.

Paladin has too much HP to be eclipsed, still.
 
It takes a while to agree on something workable, but you have the time.
Isn't that true........
Once your friend reaches ground leve,
level
An equivalent to that is what you do to Ana, who got worried over something you might have send while not paying attention.
sent
A lot of the injuries you just sustained vanishes about as fast as they appeared
vanish

Edit:
Actually, is soul's sword still broken?
No.
 
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So one thing worth noting is that in theory, Soul could oneshot Paladin with her weapon right now, especially if she uses her blinding fast speed to prevent Paladin from Intercepting the attack.

If Soul uses all 12 of her actions on a single Ray attack, Paladin Intercepts it, every MM roll involved is 50% of max, and no Situational Modifiers are involved, then what you get is the following.


Soulsword: 3000 Base Damage, +1500 Dice = 4,500 Total Damage
(repeat this line 11 more times)

54,000 Total Unified Damage

Intercept!

Silver Bulwark: 2000 Base Damage, +1250 Dice = 3,250 Total Damage

Soulsword wins!

Soulsword: 50750 Intercept Damage, +1500 Dice = 52,250 Total Damage
Unyielding Paladin: 9000 Base Resilience +1250 Dice = 10,250 Damage Reduction

42,000 Total End Damage

Unwavering Shield (-4,430): 37,570 Total End Damage
Shieldwall (50%): 18,785 Final End Damage

Unyielding Paladin Health: 22,500 - 18,785 = 3,715 Health


Make the dice be a bit more in Soul's favor or add a helpful situational modifier to Soul's attack (Ramming Speed?) and it will successfully oneshot her. Hitting her with a Scorching Sunlight before Soul attacks will also do the trick.

The tricky part is what to do about Brave Heart during the rest of the turn.


So how about this as a starting point for a plan?

[] Plan: Shoot the Medic
-[] Moon fires a Scorching Sunlight at Unyielding Paladin and tries to get away from Brave Heart. Keep Shining Protector ready to save Soul and Sun.
-[] Sun focus on defending against Brave Heart's attacks. If she uses a spell, evade it with Skillful Dodge. Otherwise, just try to brace yourself or lessen the impact as best as you can. Use Radiance defensively if needed. If Brave Heart tries to keep going after Moon, use Supernova to throw off Brave Heart's aim.
-[] Soul uses a Ray attack to try to finish off Unyielding Paladin in a single go. Try to avoid letting her Intercept it take full advantage of your speed.
-[] Chi takes care of the soldiers if she hasn't already done so and if not looks for another chance to capture or disrupt Brave Heart.
 
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What's the optimal move the other side could make to take out our team?
Brave Heart hitting Sun 3 times successfully.

I'd say just have us fire a baleful eclipse at her, that's overkill, but that doesn't matter. Something like:

[] Plan ???
-[] Soul uses a ray attack at Paladin, Sun and moon Baleful eclipse her.
--[] Soul saves a few actions to dodge
-[] Moon uses Shining protector on anything that hits too hard to survive.
-[] Dodge/negate brave heart's attacks whenever they can.
--[] Try to make her target be soul or sun, use radiance or dodge.
-[] Chitin Dancer tries to Bind Brave heart once paladin is down.
 
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I'd say just have us fire a baleful eclipse at her, that's overkill, but that doesn't matter. Something like:

[] Plan ???
-[] Soul uses a ray attack at Paladin, Sun and moon Baleful eclipse her.
--[] Soul saves a few actions to dodge
-[] Moon uses Shining protector on anything that hits too hard to survive.
-[] Dodge/negate brave heart's attacks whenever they can.
--[] Try to make her target be soul or sun, use radiance or dodge.
-[] Chitin Dancer tries to Bind Brave heart once paladin is down.
I avoided Baleful Eclipse because I wanted to use fewer actions so that dodging doesn't put us as far off balance.

I also made Sun try to defend against Brave Heart because that really high Modifier Save and Radiance means that against anything except that Smite spell, it's far better to have Sun get attacked and then Shining Protector redirect the damage to Moon than for Moon herself to get attacked attack.
What's the optimal move the other side could make to take out our team?
Not sure, but probably hitting anyone with Brave Heart's "Avatar of Retribution" spell (especially Sun) or Brave Heart attacking Moon three times in the same turn.
 
The problem was, that they knew we are here and giving up all of our advantages. And dont forget before we can use Baleful Eclipse to knock her out, she needs to get hit with something beforehand. (Dont forget her higher defence now.)
And you shouldnt assume that Brave Heart let us attack Paladin without any reaction from her.
Another option would be to try and use again a lockdown againt Brave Heart and try to stop Paladin from freeing her.

Besides that we can try to speak with Brave too and tell her that we just want to help the MG´s. (If that is working is in doubt but an option.)

All in all the situation got worse, but maybe we can use the location and/or the weather to our advantage, because the only source of enough light are the twins, maybe without the twins Paladin and Brave would have difficultys to see us.
 
You know, its really strange that Armor Removal got negated against Brave Heart, because her ability only says it negates damage, and usually status condition effects apply regardless of whether or not the attack actually does damage, only caring if the attack hits.



If you want a riskier, but more decisive strategy, the following process is an option.
  1. Sun and Moon do a synchronized weapon attack against Brave Heart (23856-23950 Total Damage). Absorbing Aegis increases by 5481-5575.
  2. Either body (but only one of them) fires an Ordnance Scorching Sunlight at Brave Heart (28773-29007 Total Damage). This easily goes through Brave Hearts Base Resilience (between 18275-18345 depending on the dice in the previous attack) and Magic Modifier (220), and remains greater than zero after being reduced by Paladin's buff (4211). This will do some non-lethal damage to her, but more importantly, will successfully inflict her with the Armor Removal debuff.
Why is this important? Absorbing Aegis changes her Base Resilience rather than simply granting bonus (non-base) Resilience. Armor Removal is a status effect that reduces Base Resilience by 65%. This means that Armor Removal will greatly reduce the defensive bonus granted by Absorbing Aegis. That makes finishing her off afterwards much easier. A melee attack from Sun afterwards would finish her off.

A Radiance Scorching Sunlight from Sun also works for step 2.


Obviously, the big danger with this idea is that it doesn't account at all for what Brave Heart might do offensively. The plan is fucked if she aims Avatar of Retribution at Sun. If she uses Inhuman Skill against half of the first attack of the sequence (removing the x2 synchronize bonus), it just means that we need to do that attack again before doing Scorching Sunlight and that Sun needs to be the one to cast Scorching Sunlight.
 
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X_X

I didn't expect Brave and Paladin to keep up with our escape so well.

Bit of a mixed bag. Unyielding Paladin knows to break Soul's weapon and Brave Heart continues to be a pain. And we're tied down guarding Supreme Tech and Chitin Dancer for the moment.

On the plus side we now know about Paladin's new tactic and they've rushed well ahead of their escorts. And they are down a team member while we've picked one up.
 
On the plus side we now know about Paladin's new tactic and they've rushed well ahead of their escorts. And they are down a team member while we've picked one up.
The soldiers are something to be worried about.
You are by Soul's side a moment later, exchanging nods with her as she turns to confront the opposition. You quickly pick up the downed girl before any of the soldiers can snatch her away... though they are only watching you for some reason. Three men and one woman, all clad in military green-and-brown uniforms... no one but you can see them from here. One of the men tips a finger to his temple before they all shoot their rifles. And miss by quite a bit
He was talking to someone, giving an update to what's happening. Maybe reinforcements are coming maybe something else.
 
To those who missed the obvious:
Absorbing Aegis
-Sum up all damage negated by Heroes Never Die; add 100% of this sum to your Base Damage and 75% of it to Base Resilience; this holds on until the end of battle
If we hit Brave Heart MORE, the damage will not be replaced - it will be ADDED WHOLESALE.

Which means that hitting her with Supernova or Moonlight Scepter is the optimal path to taking her down.

Also, Paladin has 6 APT, so she is more than capable of helping Brave Heart while she is bound.

Say, what is Radianced Scorching Sunlight on the Paladin?

30720 damage, 22500 health, 9000 resilience, 2500 mm, 4430 FED reduction, divide by 2...

20430, 16000, 8000 final end damage... Well, this is decent damage. We can outpace Paladin's healing with this.
 
You know, its really strange that Armor Removal got negated against Brave Heart, because her ability only says it negates damage, and usually status condition effects apply regardless of whether or not the attack actually does damage, only caring if the attack hits.
The armour does not get damaged if there is no damage to it, though.

And we're tied down guarding Supreme Tech and Chitin Dancer for the moment.
Where does it seem as if Chi needs your protection?
Also, she already cocooned Tech and drug her off while no one was watching. That girl is out for good.

He was talking to someone, giving an update to what's happening. Maybe reinforcements are coming maybe something else.
It makes no sense to touch your temple if you are talking to someone. You tip your ear for that.
 
At this point, taking out brave heart through sheer damage is completely impractical, even if possible via justin's plan. We should just take paladin out and have Chi bind her. We can survive a single spell (unless it has superslayer, but if it does, we're dead anyway.)

[x] Plan Simple
-[x] Soul uses a ray attack at Paladin, Sun and moon Baleful eclipse her.
--[x] Soul saves a few actions to dodge
-[x] Moon uses Shining protector on anything that hits too hard to survive.
-[x] Dodge/negate brave heart's attacks whenever they can.
--[x] Try to make her spell's target be soul or sun, use radiance or dodge, but try not to let all 3 attacks hit the same person.
-[x] Chitin Dancer tries to Bind Brave heart once paladin is down (or heavily distracted and about to be).

To those who missed the obvious:

If we hit Brave Heart MORE, the damage will not be replaced - it will be ADDED WHOLESALE.

Which means that hitting her with Supernova or Moonlight Scepter is the optimal path to taking her down.
Well no. They don't even get past her resilience. Binding her is the optimal path.
It makes no sense to touch your temple if you are talking to someone. You tip your ear for that.
Now I'm very curious
 
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