Crystalwatcher's Magical Girl Quest!

Who here wants yet another magical girl sheet? Not you? Too bad!
It's pretty far along, except for the spells.

(Myth) (Counter Force) Crystal Tide (Level 1)

Crystal Titus


Stats

Health: 300
Base Damage: 100
Base Resilience: 150
Magic Modifier: 200

Affinity: Light | Force | Myth

Weapon

Photon Gauntlet
"Shiny laser bolts!"
Level 1
Attacks Per Turn: 1 (+1/4 lvls)
Affinity: Light | Myth
Ability: Omni-Caster (Max) | Legion
(+ 100 MM/lvl)

Spells

Photon Charge
"Would you just go away and die!?"
Shares cooldown with Photon Lance.

Level 1
Base Damage: 200 (2 x Photon Staff's damage, 1.5 + .5/lvl)
Magic Modifier: 700 (250 + 250/lvl + Photon Staff's Magic Modifier)
Affinity: Myth
Ability: Collateral Damage | 5-turn Cooldown

Photon Lance
"Back off!"
Shares cooldown with Photon Charge

Level 1
Base Damage: 200 (2 x Photon Staff's damage, 1.5 + .5/lvl)
Magic Modifier: 700 (250 + 250/lvl + Photon Staff's Magic Modifier)
Affinity: Myth
Ability: Armor Pierce | Stun | 5-turn Cooldown

Deploy Pylon
"You require additional pylons."
Use magic modifier to determine additional Actions per Turn of the Pylon.
Maximum of 1 Pylon can be deployed at once.

Level 1
Magic Modifier: 1
Affinity: Light
Ability: Summon


Abilities


Levitate (Level 3)
-May float a short distance above the ground, and move at up to 30 mph

Combat Synch
-Crystal Tide herself, and all her Sprites can Synchronize attacks and spells, though she cannot initiate Spell Sychronization.


Combat Systems (Level 1)
Controls damage. Increases Health and Resilience.
100 damage per level, + 200 Health, + 100 Resilience

Anentropic Crystals (Level 1)
-Increases Health and Resilience. May gain stacks of Crystal Veterancy from any enemy killed by Crystal Tide or her Sprites. Each stack increases Maximum Health by 50, Resilience by 50, and heals up to 5 per turn. (Difficulty: 77 (80-3)) Max 3 stacks.
+ 100 Health, + 50 Resilience

Arsenal of Light
-Crystal Tide has access to the following list of Combat Sprites. Each Sprite requires a certain number of actions by a pylon to summon. Partial summons are preserved across turns.
>6x Mote of Light, 2 actions
>Cannon Solider, 2 actions
>Photon Scout, 2 actions
[/spoiler]


Okay, that's her at level one. And now her at a much higher level, because I want to show off how she grows, so... high level sheet it is:

(Myth) (Counter Force) Crystal Tide (Level 30-40)

Crystal Titus

(To be honest by this point she should be like half crystal from getting patched up but... not going to try and find that sort of image.)

Stats

Health: 10000
Base Damage: 3600
Base Resilience: 5000
Magic Modifier: 4100

Affinity: Light | Force | Myth

Weapon

Photon Gauntlet
"Shiny laser bolts!"
Level 40
Attacks Per Turn: 11 (+1/4 lvls)
Affinity: Light | Myth
Ability: Omni-Caster (Max) | Legion
(+ 100 MM/lvl)

Spells

Photon Charge
"Would you just go away and die!?"
Shares cooldown with Photon Lance.

Level 11
Base Damage: 25200 (7 x Photon Staff's damage, 1.5 + .5/lvl)
Magic Modifier: 7100 (250 + 250/lvl + Photon Staff's Magic Modifier)
Affinity: Myth
Ability: Collateral Damage | 5-turn Cooldown

Photon Lance
"Back off!"
Shares cooldown with Photon Charge

Level 10
Base Damage: 22320 (6.5 x Photon Staff's damage, 1.5 + .5/lvl)
Magic Modifier: 6850 (250 + 250/lvl + Photon Staff's Magic Modifier
Affinity: Myth
Ability: Juggernaut | Stun | 5-turn Cooldown

Deploy Pylon
"You require additional pylons."
Use magic modifier to determine additional Actions per Turn of the Pylon.
Maximum of 30 Pylons can be deployed at once.

Level 30
Magic Modifier: 30
Affinity: Light
Ability: Summon


Abilities


Levitate (Level 5)
-May float a short distance above the ground, and move at up to 50 mph

Wall of Dakka (Level 8)
-Crystal Tide herself, and all her Sprites can Synchronize attacks and spells. Add +10 and +5% damage to each attack or attack spell that has been synchronized for Crystal Tide and each Sprite involved in the attack. Maximum of 80 procs per attack.
-Effectiveness of most abilities is determined by the amount of damage attached to attacks or spells with these abilities. Slayer abilities transfer full effectiveness to the entire attack. Some abilities may not be able to synchronize.
-Requires an additional caster for Spell Sychronization to happen.
-At least two thirds of the participants must be attacking or casting a spell at the target.


Combat Systems (Level 36)
Controls damage. Increases Health and Resilience.
100 damage per level, + 200 Health, + 100 Resilience

Anentropic Crystals (Level 28)
-Increases Health and Resilience (+100/+50 per level.) May gain stacks of Crystal Veterancy from any enemy killed by Crystal Tide or her Sprites. Each stack increases Maximum Health by 50, Resilience by 50, and heals up to 5 per turn. (Difficulty: 0 (80-84)) Max 84 stacks.
+ 100 Health, + 50 Resilience

Pattern Buffer (Level 11)
-When Crystal Tide detransforms, she can store up to 55 Sprites. These Sprites will be deployed with her retransformation, at full health and with all negative modifiers removed. They retain stacks of Crystal Veternancy and the effects of Systems Upgrade

Adjacency
-Boost all magic modifers of Sprites Synchronized to Crystal Tide herself, except modifiers that affect targeting or duration.

Arsenal of Light
-Crystal Tide has access to the following list of Combat Sprites. Each Sprite requires a certain number of actions by a pylon to summon. Partial summons are preserved across turns.
>6x Mote of Light, 2 actions
>Cannon Solider, 2 actions
>Photon Scout, 2 actions
>Crystal Skyguard, 4 actions
>Crystaline Burster, 4 actions
>Photon Mortar, 4 actions
>Crystal Attack Mage, 8 actions
>Crystal Support Mage, 8 actions
>Crystal Shield Mage, 12 actions
>Crystal Light Mage, 12 actions


(Crystal Tide) Pylon
A summoning tower

-------------
Stats
Health: 25000
Base Damage: N/A
Base Resilience: 500
Base Actions: 1
Magic Modifier: N/A
Affinity: Light | Force | Myth
-------------
Abilities
Warp-In
-Summon a Sprite from Crystal Tide's Arsenal of Light. Takes a number of actions dependent on the type of Sprite. Partial summons are preserved across turns.
>6x Mote of Light, 2 actions
>Cannon Solider, 2 actions
>Photon Scout, 2 actions
>Crystal Skyguard, 4 actions
>Crystaline Burster, 4 actions
>Photon Mortar, 4 actions
>Crystal Attack Mage, 8 actions
>Crystal Support Mage, 8 actions
>Crystal Shield Mage, 12 actions
>Crystal Light Mage, 12 actions

Boosted Rate
-Increase actions by the Magic Modifer of the casting that summoned the individual Pylon.
Crystal Tide) Mote of Light
The grunts.
Summoned in six-packs, and usually operate like that in the field.

-------------
Stats
Health: 500
Base Damage: 250
Base Resilience: 100
Magic Modifier: 50
Affinity: Light | Force | Myth
-------------
Weapon
Photon Gun
Level 1
Attacks Per Turn: 1
Affinity: Force
Ability: Full Auto
-------------
Abilities
Wall of Dakka (Level 8)

Levitate (Level 3)

Anentropic Crystals (Level 1)
(Difficulty: 77, Max 3 stacks.)

Systems Upgrade (Level 1)

Crystalization
(Crystal Tide) Lux Cannon
The medium guns

-------------
Stats
Health: 2500
Base Damage: 2500
Base Resilience: 750
Magic Modifier: 500
Affinity: Light | Force | Myth
-------------
Weapon
Type-F Photon Cannon
Attacks Per Turn: 2
Affinity: Force
Ability: Armor Pierce
-------------
Spells
Shock Round
Level 1
Base Damage: 500
Magic Modifier: 75
Affinity: Force
Ability: Armor Removal | 5-turn Cooldown
-------------
Abilities
Wall of Dakka (Level 8)

Levitate (Level 3)

Anentropic Crystals (Level 2)
(Difficulty: 74, Max 6 stacks.)

Systems Upgrade (Level 1)

Crystalization
(Crystal Tide) Photon Scout
Fast, can bring in lots of intelligence

-------------
Stats
Health: 1500
Base Damage: 300
Base Resilience: 200
Magic Modifier: 50
Affinity: Light | Force | Myth
-------------
Weapon
Scout Blaster
Attacks Per Turn: 1
Affinity: Force
Ability: Silent | Stun
-------------
Spells
Blink
Teleport forward by 20 seconds of motion.
Level 1
Affinity: Force
Ability: Teleport | Echo
-------------
Abilities
Wall of Dakka (Level 8)

Levitate (Level 7)

Anentropic Crystals (Level 1)
(Difficulty: 77, Max 3 stacks.)

Systems Upgrade (Level 1)

Crystalization

ECCM
-Has a chance to see past invisibilty and illusions
(Crystal Tide) Crystal Skyguard
Bring down the sky

-------------
Stats
Health: 1500
Base Damage: 250
Base Resilience: 750
Magic Modifier: 50
Affinity: Light | Force | Myth
-------------
Weapon
Displacer Projector
Attacks Per Turn: 2
Affinity: Force
Ability: Anti-Air | Mode Shift (Flak/Missile) | Collateral Damage (Flak) | Homing (Missile)
-------------
Abilities
Wall of Dakka (Level 8)

Levitate (Level 3)

Anentropic Crystals (Level 2)
(Difficulty: 74, Max 6 stacks.)

Systems Upgrade (Level 1)

Crystalization
(Crystal Tide) Crystaline Burster

Is everything exploded? No? Alright, time to fix that.
-------------
Stats
Health: 1500
Base Damage: 1500
Base Resilience: 650
Magic Modifier: 500
Affinity: Light | Force | Myth
-------------
Weapon
Type-E Grenade Launcher
Attacks Per Turn: 2
Affinity: Force
Ability: Collateral Damage
-------------
Spells
Firebomb
Is everything on fire? No? Then we have a problem!
Level 1
Base Damage: 2000
Magic Modifier: 400
Affinity: Force
Ability: Detonate | Melt | 5-turn Cooldown
-------------
Abilities
Wall of Dakka (Level 8)

Levitate (Level 3)

Anentropic Crystals (Level 2)
(Difficulty: 74, Max 6 stacks.)

Systems Upgrade (Level 1)

Crystalization
(Crystal Tide) Photon Mortar
Bring the rain


-------------
Stats
Health: 1000
Base Damage: 2500
Base Resilience: 750
Magic Modifier: 500
Affinity: Light | Force | Myth
-------------
Weapon
Type-L Photon Shell Projector
Attacks Per Turn: 2
Affinity: Force
Ability: Captialize | Detonate
-------------
Spells
Thermite Charges
Burn it to the ground!
Level 1
Base Damage: 2000
Magic Modifier: 400
Affinity: Force
Ability: Captialize | Melt | 5-turn Cooldown
-------------
Abilities
Wall of Dakka (Level 8)

Levitate (Level 3)

Anentropic Crystals (Level 2)
(Difficulty: 74, Max 6 stacks.)

Systems Upgrade (Level 2)

Crystalization

Outrange Shot
-May fire from long distances, outside a normal range of battle.

Lock down
-May toggle Ordance on and off on the Type-L Photon Shell Projector, gaining additional damage and even more range at the cost of being stationary. Locked on after crystalizing.
(Crystal Tide) Crystal Attack Mage
The support

-------------
Stats
Health: 1500
Base Damage: N/A
Base Resilience: 750
Magic Modifier: 500
Affinity: Light | Force | Myth
-------------
Weapon
Photon Crystal Core
Attacks Per Turn: 1
Affinity: Force | Light
Ability: Omni-Caster (Max)
-------------
Spells
Targeting Laser
Adds Unerring to all attacks this Synchronizes with. Increases the bonus of Wall of Dakka by +1 per casting for this attack
Level 1
Affinity: Light
Ability: Unerring | Single Turn Effect

Plasma Mix
Adds Knockback to all attacks this Synchronizes with. Increase the effect of armor reduction by a third.
Level 1
Affinity: Force
Ability: Knockback | Single Turn Effect

Blade-Polarized Light
Adds Armor Removal to all attacks this Synchronizes with, but the debuff wears off after one turn.
Level 1
Affinity: Light
Ability: Armor Removal | Single Turn Effect

Ether Carrier Wave
Adds Ghost Touch to all attacks this Synchronizes with. Adds +20% damage to intangible targets.
Level 1
Affinity: Light
Ability: Ghost Touch | Single Turn Effect

Harmonic Interference
Increase the effectiveness of partial abilities in this Synchronization.
Level 1
Affinity: Light
Ability: Boost by Level
-------------
Abilities
Wall of Dakka (Level 2)

Levitate (Level 3)

Anentropic Crystals (Level 2)

Systems Upgrade (Level 2)

Crystalization

Glimmer Capacitor
-After casting a spell, a Crystal Mage cannnot cast a spell until a period equal to the duration has passed.
-For spells with Single Turn Effect or no fixed duration, treat the duration as 1 action
(Crystal Tide) Crystal Support Mage
The support

-------------
Stats
Health: 1500
Base Damage: N/A
Base Resilience: 750
Magic Modifier: 500
Affinity: Light | Force | Myth
-------------
Weapon
Photon Crystal Core
Attacks Per Turn: 1
Affinity: Force | Light
Ability: Omni-Caster (Max)
-------------
Spells
Overdrive
Boosts speed. Cannot stack with multiple castings. Duration of 10 turns.
Level 1
Magic Modifier: 5
Affinity: Force
Ability: Boost-all | Boost by Modifier | Boost Stack: Levitate

Deception
One with the shadows
Level 1
Base Duration: 4
Magic Modifier: 4
Affinity: Light
Ability: Duration by Modifier | Invisbility | Silent | Boost-All

Recrystalization
"Don't quit on me just yet!"
Will not overheal. Magic Modifier does not affect number of targets.

Level 1
Base Healing: 25% Base Health
Magic Modifier: 500
Base Targets: 10
Affinity: Light
Ability: Heal | Mass Healing

Part Replacement
"There you go."
Grows crystals to replace missing body parts.

Level 1
Affinity: Light
Ability: Instant Recovery | Target by Level

System Reboot
"That problem's been cleared up."
Level 1
Affinity: Light
Ability: Status Recovery | Target by Level
-------------
Abilities
Wall of Dakka (Level 2)

Levitate (Level 3)

Anentropic Crystals (Level 2)

Systems Upgrade (Level 2)

Crystalization

Glimmer Capacitor
-After casting a spell, a Crystal Mage cannnot cast a spell until a period equal to the duration has passed.
-For spells with Single Turn Effect or no fixed duration, treat the duration as 1 action
(Crystal Tide) Crystal Shield Mage
The support

-------------
Stats
Health: 1500
Base Damage: N/A
Base Resilience: 750
Magic Modifier: 500
Affinity: Light | Force | Myth
-------------
Weapon
Photon Crystal Core
Attacks Per Turn: 1
Affinity: Force | Light
Ability: Omni-Caster (Max)
-------------
Spells
Albative Shield
"Slow down there."
Regenerates 800 health per turn while above zero health. Rebuilds in two turns automatically if reduced to zero health.
Applied before Damping Shield. Apply damage sequentially, from most to least damaged if multiple of these affect a single attack.

Level 1
Base Health: 6000
Magic Modifier: 1000
Affinity: Force

Damping Shield
"Break through all you want, it'll still be there."
Applies after any Ablaltive Shield effects.

Level 1
Base Resilience: 400
Magic Modifier: 400
Affinity: Force
Ability: Thick Armor | Adamatine

Harden
"This armor isn't just for show."
Level 1
Base Barrier: 300
Magic Modifier: 300
Affinity: Force
Ability: Damage Barrier | Boost-All | Single Turn Effect

Pinpoint Barrier
"Denied!"
Deploys an ablative barrier in the path of an attack.
Applied to a single attack or spell. Any damage that makes it past the barrier is reduced by 50%
Level determines how many can be casted for a single attack. Applies after Albative Shield and Damping Shield.

Level 1
Base Resilience: 1000
Base Health: 1500
Magic Modifier: 750
Affinity: Force
Ability: Single Turn Effect | Auto Counter
-------------
Abilities
Wall of Dakka (Level 2)

Levitate (Level 3)

Anentropic Crystals (Level 2)

Systems Upgrade (Level 2)

Crystalization

Glimmer Capacitor
-After casting a spell, a Crystal Mage cannnot cast a spell until a period equal to the duration has passed.
-For spells with Single Turn Effect or no fixed duration, treat the duration as 1 action

Multimode Shield
-A single Crystal Shield Mage cannot produce the effects of both Albative Shield and Damping Shield at the same time. Casting one deactivates the other.
(Crystal Tide) Crystal Light Mage
The support

-------------
Stats
Health: 1500
Base Damage: N/A
Base Resilience: 750
Magic Modifier: 500
Affinity: Light | Force | Myth
-------------
Weapon
Photon Crystal Core
Attacks Per Turn: 1
Affinity: Force | Light
Ability: Omni-Caster (Max)
-------------
Spells
Vortex
Cluster 'em right up.
Level 1
Magic Modifier: 20
Affinity: Force
Ability: Vacuum | Target by Modifier

Flare
Level 1
Magic Modifier: 3
Affinity: Light
Ability: Blind | Target by Modifer

Destructive Interference
Suppresses all beneficial stacks on the target for the duration
Level 1
Base Duration: 4
Magic Modifier: 4
Affinity: Force | Myth
Ability: Spell-Cancel | Duration by Modifier

Suppression Aura
Reduce target's ATP by 1. Can stack up to 10 times
Level 1
Base Duration: 4
Magic Modifier: 4
Affinity: Force | Myth
Ability: Spell-Cancel | Duration by Modifier

Hallucination
Summon illusionary copies of any ally Crystal Tide has vision on. May suppress the number of copies summoned if desired. Copies may move at the same speed as the original, and may appear to attack and cast spells, though these have no effects.
Level 1
Base Copies: 3
Base Duration: 5
Magic Modifer: 3
Affinity: Light
Ability: Perception Control
-------------
Abilities
Wall of Dakka (Level 2)

Levitate (Level 3)

Anentropic Crystals (Level 2)

Systems Upgrade (Level 2)

Crystalization

Glimmer Capacitor
-After casting a spell, a Crystal Mage cannnot cast a spell until a period equal to the duration has passed.
-For spells with Single Turn Effect or no fixed duration, treat the duration as 1 action
Wall of Dakka (Level 8)
-Crystal Tide herself, and all her Sprites can Synchronize attacks and spells. Add +10 and +5% damage to each attack or attack spell that has been synchronized for Crystal Tide and each Sprite involved in the attack. Maximum of 80 procs per attack.
-Effectiveness of most abilities is determined by the amount of damage attached to attacks or spells with these abilities. Slayer abilities transfer full effectiveness to the entire attack. Some abilities may not be able to synchronize.
-Requires an additional caster for Spell Sychronization to happen.
-At least two thirds of the participants must be attacking or casting a spell at the target.

Levitate (Level X)
-May float a short distance above the ground, and move at up to X * 10 mph

Anentropic Crystals (Level X)
-May gain stacks of Crystal Veterancy from any enemy killed by this sprite or during a Sychronization. Each stack increases Maximum Health by 50, Resilience by 50, and heals up to 5 per turn.
(Difficulty: 80 - (3 * X), Max 3 * X stacks.)

Systems Upgrade (Level X)
-Once this Sprite has reached full stacks of Crystal Veterancy and another kill would add a stack, instead level this Sprite's weapons and spells. Can only trigger X times on any particular Sprite.

Crystalization
-This sprite may, as a free action, crystalize itself. This sprite is permenantly rendered immobile, but Max Health, Health, and Resilience are multipled by five. Double Base Damage, Magic Modifier, and Actions per Turn. Also increase range, shot speed, and accuracy

Now, some notes: Her sprites are pretty small - you're talking the size of a grapefruit for the smaller stuff and the size of a pillow for the largest. Except for the Pylon, which is about ~2x human size.

I put the sprites in spoilers rather than accordians because those take wayyyy too much space. The only thing that can be upgraded about the Sprites is Wall of Dakka (which upgrades when Crystal upgrades her,) and maybe spells for the mages?

The entire Crystal Mage bit is the part I'm least confident in. Spamming casters that can Synchronize with anyone else is kinda OP. Also, being able to spam spells and get them to stack can very quickly lead to very overpowered results.

Edit 1: moved scaling stuff into invisitext, adjusted some things
 
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FALLOUT DRIVE
"Um... can I point out that a fight here could be a Bad Idea?" Your question brings both girls up short, causing them to turn and look at you directly. Encouraged, you continue: "We're currently standing on the corner of a populated residential area, surrounded by the current residents that we're all supposed to be protecting as Magical Girls. Also, I doubt just pounding White Knight here into the mud would really help anything, considering how stubborn she can be. So how about instead of uselessly fighting, how 'bout we all just settle down at a tea shop or something and have a civilized discussion like the rational people I know we all are?"

Silence settles on the potential field of battle, Red Knight visibly considering your words, White Knight in turn smiling hopefully at her friend. (Former friend? Former Girlfriend? What ever the hell she was before Hope.)

"I would..." Margaret begins with a frown. "But then this bitch would likely use the chance to 'not brainwash' me again." White Knight flinches again as you sigh, your efforts steadily going up in smoke as Red Knight nods to her own reasoning. "And if getting rid of the two of you means Kathrine needs to die... then I'll burn that bridge when I come to it." Yup, there goes your hopes of ending this peacefully... maybe.

"What about the civilians surrounding us then? Don't they get a say in this?" You ask calmly, a final attempt.

"I'll accept their scorn. It wouldn't be the first time I've been chased out of town for dealing with shit."

You sigh. It's really happening then, isn't it? "By this point I guess it probably wouldn't help if I asked for your side of the story?"

Red Knight nods. "If you want it, you'll have to beat it out of me. It's not like you'll believe me over Ms. Perfect over there anyway, so no point in sharing."

"Let it go Anastasia, she doesn't want to listen; she never did!" White Knight barks, "If I have to pound her to within an inch of her life and drag her back with me I will! I'm not going to give up just because she wants to blame me for her parent's deaths!"

"Is that really what you think this is about?! God, you've always been like this! Too blind to see past your own fucking nose unless it suits you!" Ah... they're arguing again.

But... from what you've managed to pull from what they're saying, it seems like there's a lot more complicated story here than White Knight is aware of. You definitely don't know what the full story is yourself, but Red Knight doesn't look like she wants to share. Maybe pounding Red into the dirt is the only real option you have here but... why isn't White Knight trying to help?

Does White not care about Red's reasoning? Is she that desperate to get Red back to her?

... Or is it something else? What if White is actually scared of Red's reasoning? Scared of the possibility that she's right?

You close your eyes and huff loudly, again drawing their attention. "Ya'know what? I honestly can't care any more. If neither of you are going to be reasonable, then I won't be either." White Knight suddenly pales as she catches your meaning. "I'm going to pound the both of you into moaning lumps of meat myself until neither of you are in any position to continue fighting, then we're all going to sit the fuck down and then talk this entire situation out like rational people." You clap your hands together and smile brightly before chirping, "Okay?"

"And what, exactly, makes you think you can do that, eh?" Red Knight snarks as White desperately tries to wave her down, which the other Knight ignores.

Your smile doesn't change. "Oh... I don't know, maybe because if you Kneel in the Darkness," your eyes open into a glare at her, "You'll burn in the Light. My name is, Magical Girl Solid Core." It was less then a month ago now when you first transformed. At the time you had thought the waves that came off you had been powerful.

They were nothing compared to what comes off you now.

Both Red Knight and White Knight are nearly ripped from their feet as your pillar spears the sky. A wave of power that physically rattles the windows that line the street and sets off car alarms on every vehicle parked along it. Once your presence would have been easily missed. Now, it is not something that one can ignore.

You hover above both White Knight and Red Knight, a blazing star of Light that purged even that shade that had been beneath the trees along the road. Red Knight's contempt and confidence burnt away with it. "You morons want to be unreasonable? Fine, I can be unreasonable as well. When I'm done, we're all going to sit down like civilized people, and have a civilized discussion. No arguments." You raise the Purifier Beam, shifting its mode, and level it at them. "Now say you're sorry."

-/LINE BREAK IDENTIFIED\-

Five years as a Magical Girl is no small feat. In this world where magic is so young, the initial attrition rates were insane for those that had just started out. Before humanity had really hit its stride, it had been Magical Girls that had absorbed the brunt of the 'Champion' battles.

Within five years of being a Magical Girl, one would have to be quick to learn when they were outmatched, and by how much. Something both Red and White Knight knew intimately. An unspoken skill that meant nothing as they faced off against you. White Knight is little more than a divine streak of light upon this battlefield that screams through the middle of town. A blurred image that flickers faster than even most mechanical eyes can follow.

Red Knight, in turn, is a blazing hammer of red light. Where White is speed, Red is pure power. The mere aftershocks from her sword swings shatter fences and flip cars as the three of you speed through the town. And against these dual beams of light is your divine radiance. If Red is a hammer, you are a meteor. A screaming ball of light that darts through the sky in arcing paths as you try to blast the two morons into submission. Neither of their attacks have any hope of harming you as your light burns away everything they try throwing, but your own desire to not kill them on accident keeps you from just flattening everything within range as you merrily chase them towards the outer edges of the town.

"White!"

"Red!"

You blink as Red Knight suddenly accelerates at White Knight, who flips the flat of her blade, swinging it hard against Red who... bounces.

You jerk in the air as Red Knight becomes a blazing missile through the air! "Aaaarrrrrrrrggggg!" You flip as the Red Blade swings!

(Segarite Core: +4,500 Health
Solid Core: 24,000 + 4,500 = 28,500

Red Blade: 3,000 Base Damage, +425 Mana Force, +1,500 FORCE!!!, +1,500 Unreal Strength, +1,500 White Assist, +750 Glory Against God, +750 Rule Under Heaven = 9,425 Total Damage
Solid Core: 2,600 Base Resilience, +236 Dice, +975 High Speed Combat = 3,811 Damage Reduction

5,614 Total End Damage

Indestructible Core)


The blade catches you full across your shoulder, releasing a hail of sparks at it screeches across your armor. The force that slams it into you is far beyond what it should be, blasting you straight to the ground and out of the air. But instead of slamming head first into the pavement, you right yourself halfway down, and change your acceleration just in time to skid along the road in a spray of shattered asphalt. You spin in place, hair trailing through the air as through the strands you watch the streak of white light that is Kathrine manifest behind you.

"HYA!"

(The White Blade: 1,500 Base Damage, +674 Dice, +418 A Red Knight, +318 A Solid Friend, +1,000 Incredible Speed Gap, +500 High Speed Assault = 4,410 Total Damage
The White Blade: 1,500 Base Damage, +788 Dice, +107 A Red Knight, +90 A Solid Friend, +1,000 Incredible Speed Gap, +500 High Speed Assault = 3,985 Total Damage
The White Blade: 1,500 Base Damage, +296 Dice, +744 A Red Knight, +99 A Solid Friend, +1,000 Incredible Speed Gap, +500 High Speed Assault = 4,139 Total Damage
The White Blade: 1,500 Base Damage, +228 Dice, +475 A Red Knight, +317 A Solid Friend, +1,000 Incredible Speed Gap, +500 High Speed Assault = 4,020 Total Damage
The White Blade: 1,500 Base Damage, +336 Dice, +531 A Red Knight, +133 A Solid Friend, +1,000 Incredible Speed Gap, +500 High Speed Assault = 4,000 Total Damage
The White Blade: 1,500 Base Damage, +22 Dice, +140 A Red Knight, +278 A Solid Friend, +1,000 Incredible Speed Gap, +500 High Speed Assault = 3,440 Total Damage
The White Blade: 1,500 Base Damage, +582 Dice, +375 A Red Knight, +339 A Solid Friend, +1,000 Incredible Speed Gap, +500 High Speed Assault = 4,296 Total Damage
The White Blade: 1,500 Base Damage, +539 Dice, +351 A Red Knight, +385 A Solid Friend, +1,000 Incredible Speed Gap, +500 High Speed Assault = 4,275 Total Damage
The White Blade: 1,500 Base Damage, +435 Dice, +588 A Red Knight, +381 A Solid Friend, +1,000 Incredible Speed Gap, +500 High Speed Assault = 4,404 Total Damage
The White Blade: 1,500 Base Damage, +385 Dice, +604 A Red Knight, +183 A Solid Friend, +1,000 Incredible Speed Gap, +500 High Speed Assault = 4,172 Total Damage

36,845 Combined Damage

Solid Core: 2,600 Base Resilience, +82 Dice, +975 High Speed Combat = 3,657 Damage Reduction

33,188 Total End Damage

50% No Longer Human
99% Indestructible Core

165 Final End Damage

Solid Core: 28,500 - 165 = 28,335 Health Remaining)


CLAAAAAAAAAAAAAAAAANG!

Her assault blurs together into a single drawn-out sound that shatters everything within her swing arc. Everything but you.

The shining web of her attack pattern washes off your skin like so much rain as she wails away at your immutable existence, a single exemplified assault that very few in this world of inhuman monsters could have survived. And while it is more than Red Knight had managed herself, it still falls woefully short of what they need to best you. Mid-swing at the tail end of her assault, your hand lances out and latches onto mystical steel, freezing White Knight's barrage in its tracks. She doesn't gasp in surprise, or flinch is shock; she simply grits her teeth in a frustrated snarl.

The shattered remains of the road are still falling.

"RRRRAAAAAAAAAAEEEEEERRRRRRGGGGGGG!"

Red Knight's magic ignites the air red, as if spilling her own rage and frustration out onto the world, the Red Blade pulled back for a crushing swing.

(The Red Blade: 3,000 Base Damage, +514 Mana Force, +1,500 FORCE!!!, +1,500 Unreal Strength, +1,500 White Assist, +750 Glory Against God, +750 Rule Under Heaven = 9,514 Total Damage
Solid Core: 2,600 Base Resilience, +350 Dice, +975 High Speed Combat = 3,925 Damage Reduction

Skill Negation)


The Panzer Blade meets it. As the two blades clash, you pull the trigger on your extended blade, using the backwash and recoil of the blast to momentarily match Red Knight's power swing for swing. The massive flood of your power darkens the world, nearly swallowing both White Knight and Red Knight's combined radiance with your own as you halt the Red Blade. The chain link fence that you had stopped beside melts and warps, even as the green grass on the far side dries out and ignites within seconds as the heat of your power washes over it.

White Knight jerks her sword that you still grip, pulling you off balance and disrupting your stance, allowing Red Knight's swing to finally overwhelm yours.

You impact the road three times as you bounce along it for several dozen feet before you manage to recover. The remains of a Mercedes -you recognize the ornament symbol as your hair cuts through it- fly through the air as you intentionally put more acceleration into your reversed course even as Red Knight and White Knight dissolve back into twined streaks of light. This is getting annoying.

The two of them have fallen into an easy rhythm that can be nothing but years of fighting side by side in life or death situations. As it is though, your victory is quite literally inevitable at this point. The edge of town is closing fast, and once out of range of innocent bystanders... well. There would be little point to holding back as much as you are now.

Heh, that this whole mess is because these two idiots were so unreasonable...

You dodge aside, White Knight's attack shattering a tree even as it misses you.

But... why though? Why are they so unreasonable about this? It's like Kathrine drug you in to help sort out a puzzle that you only had a third of the pieces for. This whole situation is a mess... and this town doesn't deserve this chaos. Hell, how much property damage have you three caused already? So many questions!

"I guess there's nothing to it," You mutter as the three of you finally pass outside the limits of the town and into the high grass near the interstate. "Are you idiots ready to speak civilly? Or do I still have to pound you into the muck?!"

"RAAAAAAAAAEEEEEEEGGGGGGG!!!!" Is Red Knight's answer as she uses a boost to launch herself at you yet again.

"Right. Time to end this." The Purifier Beam rises one more time, but at this angle and with no more houses around there's nothing holding you back any more. "Once again!" You shout as Red Knight arcs through the air at you. "SAY YOU'RE SORRY!"

(Segarite Core: +4,500
Solid Core: 28,335 + 4,500 = 32,835 Health Remaining

Purifier Beam: 12,921 Base Damage, +178 Dice, -3,230 Not actually trying to kill them, +6,460 Supremacy Zone, +500 Divine Power = 16,829 Total Damage
Red Knight: 1,500 Base Resilience, +706 Mana Force, +750 Dodge!!!, +300 Legendary Power = 2,506 Damage Reduction
White Knight: 750 Base resilience, +783 Dice, +375 Dodge!!!, +495 Massive Speed Gap, +300 Legendary Power = 2,703 Damage Reduction

Red Knight: 13,323 Total End Damage
White Knight: 14,126 Total End Damage

Red Knight: 5,000 - 14,323 = -9,323 Health Remaining I Am Not Done triggers!
White Knight: 4,500 - 14,126 = -9,626 Health Remaining)


The blast clips Red Knight as she sails through the air, slapping her out of the sky. White Knight on the other hand, is swallowed completely by your blast. A trench is gouged into the earth as your assault races back to the edge of the town, but stops just before it starts to dig into the remains of the final yard the three of you had plowed through.

White Knight... is a mess. Her armor had practically evaporated during your attack, while what was left of the dress portions of her Outfit did nothing to hide how much damage you did to her body. Red Knight on the other hand-

"YYYYYYAAAAAARRRRRRRGGGGGGGG!!!!"

(The Red Blade: 3,000 Base Damage, +493 Mana Force, +1,500 FORCE!!!, +1,500 Unreal Strength, +750 Accelerated Assault = 7,243 Total Damage
Solid Core: 2,600 Base Resilience, +79 Dice, +650 Flying = 3,329 Damage Reduction

3,914 Total Damage

Indestructible Core)


The blade connects directly with your surprised face, the force actually causing you to 'stumble' in the air but nothing else. Red Knight blinks, stunned, as she hangs before you between seconds.

Then you've recovered and your hand shoots out, its iron vice clamping down around the ruined neck of her armor, crumpling it even more. You frown at her, "Okay, now I'm mad." The veteran Magical Girl, now -finally- totally aware how much stronger you are than you look, blanches as you lift her higher with your hand.

Then you accelerate into the ground, leading with her face, and that's the end of that.

-/LINE BREAK IDENTIFIED\-

The nice gentleman at the counter of the tea shop quietly brings out your orders, tactfully not asking why Margaret and Kathrine both look like they had just went eleven rounds with a tow truck while you remain pristine.

It's moments like this that really put how far you've come into perspective.

"Now that we're all calmed down and have some warm tea, how about we have that civilized discussion? Hmm?" They both flinch at the tone in your voice, sheepishly trying to remain focused on their respective cups instead of each other. Daintily taking a sip of your own cup -Rei would be proud of you- you sigh in content before cheerfully smiling at them. "Now, Kat here gave me her side of the story. As far as she's aware, after Hope fell, you two had some kind of argument that ended in Margaret leaving the group, eventually resulting in your disbandment after Kate left as well." Margaret looked out of the corner of her eye as Kathrine quietly nodded in confirmation. "Now, Margaret, how about you explain to us your side of the story?"

"... My parents and sister decided to move to Hope, but Kathrine here convinced me to stick around in London instead of going with. Something about us being stronger together than apart or some such baloney that I believed. They all died in the initial attacks of the invasion. Something that I've long since come to terms with not being able to prevent." Margaret shuffles slightly in her seat as she stares into her tea. "After it was done and over with though, Kat here thought it'd be a beautiful idea to make a joke out of it." Kathrine flinched. "I took exception to that, but then Kate hopped over to her side instead of helping me out, considering she knew what I was going through because of Rome, so I just left."

She finally raised a hand from her lap and picked up the tea, taking a deep drink of it. "Never really forgave either of them for that. Especially when neither of them even tried to apologize. Little miss White's 'feel me' power is fucking useless."

"All it does is tell me the truth of another's heart." Kathrine mumbled. "It tells if someone hates someone else or something, but it doesn't tell me why. All it did was tell me you were hurting, and I tried to help in the only way I knew how. I..." You blink as Kathrine seems to... glow, for a moment. Something tries tugging at you ineffectually. "I tried! Alright?! I don't always have the complete picture to work with so I-"

"Kathrine?" Your voice cuts in just as it looks like Margaret is about to blow her cap again. "First? Shut up for a moment before you set someone off again." Your... nominal friend(?) clamps her mouth shut. "Second? Turn down that stupid glowy-thing before I get a headache please."

They both blink at you confusedly for a moment. "Glowy... thing?" You raise an eyebrow at Kathrine's question. "What glowy thing?"

Margaret scoffs. "The stupid 'You can Trust Me' Aura! What else?!"

Now Kathrine looks even more confused. "But I don't have a 'Trust Me' aura? I'm pretty sure I'd know if I had something like that."

... Something clicks into place for you. "Not-Brainwashing." The two Knights pause as you speak again, whatever argument that had been about to brew again cut off. "I never noticed it before, but I've become a lot more perceptive recently... probably because of how much I tend to get in over my head these days but... Margaret? When was the first time you noticed Kat's habit of glowing randomly?"

"I don't glow randomly!"

"It was after Hope was destroyed." Margaret ignores Kathrine's comment. "We were arguing over how my inaction of staying in London contributed with my family's death when I noticed every time she glowed I felt like I should believe her."

"Again, I don't glow! I don't have any kind of mind control bullshit!" You look again at Kathrine during her rant, noting the return of the soft glow. "Why do you two keep-"

"I don't think she's actually consciously aware of it." You cut Kathrine off, drawing her up short, and sending a shocked look of sudden comprehension across Margaret's face. Sighing, you down the rest of your tea. "Kat? Whenever you start trying to argue something, you start glowing and put out this stupid 'Trust Me' feeling. You probably never noticed it because you don't argue with yourself, but whatever. I'll let you two figure that out on your own, I'm done with this. It's stupid."

You pull out a few dollars to both pay for the tea and leave a tip for the poor guy that had to host three magical girls right after they had blown the intersection right outside his shop to bits... you're likely going to have to pull more money from an ATM here soon, aren't you?

... Whatever. Do that later. "This whole thing is stupid. You are stupid. And if the two of you are any measure, Kate is stupid as well. I am going back to base. You two have your raging hate make-up sex or whatever. Maybe talk about your new relationships or something while you're at it. If either of you need any more help, I'm going to be Ataraxia. Just make sure it's not something stupid like this. Again." You slap the payment down onto the table before firmly standing up and marching past the two blondes. "I'm going to send a message to Viktor, I'm going to fly back and hopefully clear my head of this stupid. When you're ready to go back to base Kat, send him another message. Good day to the both of you."

Thirty seconds and a transformation later your purple star rockets away through the air.

Hopefully nothing else stupid as this happens today.

(A Tale of Three Knights
Once upon a time, there were three friends who fancied themselves as Legendary Knights in the making... But with the death of Hope, it all came tumbling down...

... It was in these flames of glories past, that Peace came upon those memories. And after putting out those fires that had raged for so long, it planted new seeds for a new cycle of growth. A quiet promise for a future.

A Tale of Three Knights: ... Resolved?)

-/LINE BREAK IDENTIFIED\-

"Hey, Nepgear!" You perk up as Aquila meets you at the in-bound landing zone for the Magical Girls that could fly on their own. (Something you had been unaware of before radioing your approach in and they directed you to it.) "We were all wondering where you went when Lucky couldn't find you earlier. When we found out you ran off with White Knight to do an errand, we were a little confused."

Wait... didn't you remember to tell someone you were doing that? Oh, no you didn't. Not after the chaos of the training incident and Lucky's "breakthrough". "Ah... sorry Aquila. I kind of forgot to let someone know where I was going in the chaos."

She shrugs. "Eh, shame on you. Anyway, Lucky was hoping to get your help on something relating to that thing she found. James wants the rest of us to meet by the training grounds later to work out how to use our new "super modes". Or at least that's what the humans on the base have been calling it."

"Oh, okay. Later if I have time I'll swing by Lucky's workshop. Thanks for the message Aquila."

The elf nods to you, "No problem. If you need me, I'll likely be hanging around either at Doctor Alexandra's lab or poking my nose into the training ground. C'ya." You wave after her as she walks off.

Training for Team GEAR huh? Technically they are all subordinate to you, but within the main military command structure, James is their leader. As it currently stands, some more effort into working with them could help out a lot in the future. Especially since they're all testing powered armor.

... Which raises the question. The Frost Dragon armor looks closer to ceremonial stuff than actual armor. But that could simply be the scientists testing how much Magic could impact design choices. If there was no loss in efficiency, or drawbacks from an armor being aesthetically pleasing, then why not? It's an interesting thought that you could probably run by Alexandra or Lucky some time. Maybe even Samael. Thoughts for later.

As it is though, it's now past noon, but you still have several hours before it gets too late. You have a good amount of time left over to do something else -like check up on what Team GEAR got from Alexandra's team- if you wanted to. You might even be able to fit in a proper mission if you're quick. Otherwise there's more people on base you can visit if you want.

Decisions, decisions.

-/LINE BREAK IDENTIFIED\-

You Have (5) Actions

Staging Ground Ataraxia has replaced Firebase Momo as your home port. After you have completed a Day's missions, you will return here for storyline based upgrades to your allies, and to confirm any changes your actions have made to the resources that can be focused into the coming Answer. Your time at base will be split into two sections, a (Morning) and an (Evening) split. At the day's start, you will have (10) actions, five for each phase of the day. Training will be the only action that will require you to spend more than one action in order to complete.

When choosing from the available actions, remember that storyline upgrades for your allies, or Anastasia herself can be obtained if specific actions are taken, and later followed up on down the road. While running around Ataraxia, you have the chance of making friends, enemies, rivals, or even finding yourself a student. As time passes, and Answerer draws closer, more actions will become available, while other actions might become unavailable. During this time bonus missions might also crop up, giving chances at otherwise unattainable information or simple closure for important characters.



[] Visit Doctor Alexandra's Team
-Alex's team responsible for the Frost Dragon made some new weapons and you're curious about them. (Team GEAR recently got some new equipment. Choosing this option will let you get an update about what they have without requiring to figure out on your own in the field. Will also update their EXP expenditures and ability growth as well.)

[] Visit The Magical Girls On Base
-[] Write in 4 (List of Girls on the Base will be added to the bottom.)
--With Answerer drawing closer, Magical Girls Independent and Aligned alike are gathering in droves. It's a concentration of sheer power that boggles the mind to think about. (Visit Magical Girls that have gathered for the Offensive. Possibly unlock new ally choices for missions, make friends, enemies, maybe even find yourself a cute little kohai to help!)

[] Visit the Command Tent / Go On a Mission
-There are missions to be done, and a war to fight, but you're curious about how the War is going. (Gain information about the Eternal War's current state, future missions, or even the effects of what certain missions might have. Will open the Mission Select Screen.)
--[] Write in chosen Mission.


[] Visit a Friend
-[] Write in 2
--You've still got some friends around the base that you haven't talked to in a bit. Maybe chat them up and see how they're doing? (Visit people you already know and are on base to update their character sheets.)

[] In Memoire - The White
-You know Rei rather well now, but San is still mostly a mystery to you. Yet... something is pulling you to her. To learn. (Visit San Mitsubishi directly and hear more of her story. Possibly unlocking more of her character sheet.)

[] Lucky's Magical... Musical?
-Lucky is doing... something with her experiments into utilizing the extra magic she gets from her connection to you. She has a few new ideas, all of which require your help. You also know she was doing research into achieving something similar to human magic with fairy magic as well. (Lucky has been working on using Divinity. Want to go see?)

[] Team GEAR vs The World
-James has called for a team training session to figure out how much stronger they've gotten with all the recent changes to their statuses as 'mortals'. Also to find out how to call upon these 'Golem' things as well if possible. (Help Team GEAR summon their Progenitor Golems. Maybe something else as well.)

[] Librum Of A Star
-[] Write In Magic Question (Relating to your own, or any others.)
--Lucky is helping Samael improve his little 'workshop', utilizing her comprehensive knowledge of magic. She might even be able to help you with improving your own abilities as well. (Ask literally anything you can think of, but only one big question a visit. Branch questions based on the core question are allowed, but they have to be in-character and follow a simple logic path from the original question. Results from this can range anywhere from new spells for certain characters to completely rebuilding certain abilities based on the questions asked.)


Training
Power is something you now have in spades... but using that power properly is something else altogether. Most Magical Girls willingly stop expanding their power after a certain point, and instead focus on learning how to control it in ways it is not naturally capable of. With some work, and more than a bit of practice, you might also be capable of doing these things as well. (You can only choose one, and it will cost you two actions to do.)


[] Spar
-[] Write in who you want to challenge to one. (List of Girls on the Base will be added to the bottom.)
If there was ever one thing you were good at, it's learning during combat. Challenge someone to kick your ass, and see how much they can teach you while doing so.

[] Practice
-[] Write in what you want to try.
You've got ideas on what you can do. But you need to figure out how to actually do it. Some things might take more effort than others though, and still others will need a partner to practice with.


+50xp Kicked White Knight's and Red Knight's combined asses.
+50xp Nepgear finally ran out of patience.

100 EXP Gained = 1,975 EXP Total
 
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~Anastasia Data Retrieval~

(Unified Light / Independent) Magical Girl Red Knight

Margaret England
Stats

Health: 5000
Base Damage: 3,000
Base Resilience: 1500
Magic Modifier: 750
Affinity: Rule | Glory | Legend
Weapon

The Red Blade
Level 5
Attacks Per Turn: 5
Affinities: Rule | Glory
Ability: Kingslayer
Spells

R.E.B.E.L.L.I.O.N.
Level ??
Base Damage: ????
Magic Modifier: N/A
Affinity: Rule | Glory | Legend
Ability: Brutal Cartridge | One Shot
Abilities

I Am Not Done
Level 3
-Once per battle, if an attack would kill Red Knight, survive with 1 HP instead.

Mana Force
-If Magic Modifier roll is less than 30% of the maximum possible, roll again (Recursive). If Modifier roll is 50% or higher, increase Damage by 50% and treat attack as having Unreal Strength.

Might of the King
-Negate all attacks below 50% max Health.

Full Assault
-????????????. ????? ?? allows Red Knight to ??? ??? ?????? ???? ?????? to her offensive attack ?? ????? ???? ?????????? to a ?????????? ????. If she ???? ??? ??????? an ??????, her ????????? ????????? are ??????? ???????????? ?? ? ???????? of ?, and adds a ???????? ????? to her ????? ???????? to her ??????.




(Unified Light / Counter Force) Magical Girl White Knight

Kathrine Pendragon
Stats

Health: 4,500
Base Damage: 1,500
Base Resilience: 750
Magic Modifier: 1,000
Affinity: Rule | Justice | Legend
Weapon
The White Blade
Level 5
Attacks Per Turn: 15
Affinity: Justice
Ability: Kingdom
Spells

King's Council
Level 10
Base Damage: N/A
Magic Modifier: 1,000
Affinity: Rule | Legend
Ability: Boost-All

V.I.C.T.O.R.Y.
Level 99
Base Damage: 10,999,989
Magic Modifier: N/A
Affinity: Rule | Justice | Legend
Ability: Brutal Cartridge | One Shot
Ability

Discernment of the Land
-Allows White Knight to see the Truth of another's Heart.

Inhuman Skill
-Sacrifice 2 moves to negate enemy attack.

Might of the King
-Negate all attacks below 50% max Health.

???? (Hidden)
-A ??????? effect that ?????????? a ???????? opinion of White Knight.

Combined Assault
-If another ????????? on the ????? could have at any ???? been considered an '???? of White Knight' she is allowed to ???? an extra ???????? ???? equal to that ?????? ????? ????????.
 
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Well, that was an interesting update! Here's my plan for our next moves:

[X] Plan Divine Preparation
-[X] Visit Doctor Alexandra's Team
-[X] Team GEAR vs The World
-[X] In Memoire - The White
-[X] Visit the Command Tent / Go On a Mission
--[X] The Pale Light of The Moon (Operation: Artemis)

Ok, with this plan we get an update on our team members and their golems, finish off Goddess White's thing, and get started on that Divine Entity plotline. I admittedly don't know how long this will take, so I'm figuring that it'll take two actions since most missions take one to three actions. Any objections?

[X] Plan Upgrade
-[X] Upgrade Celestial Severance to level 20 (540)
-[X] Upgade Starshine to level 20 (540)
895 XP remaining

This will bring both our spells to level 20, which should be high enough to deal with any more enemies for the quest, plus unlocking any level 20 bonuses they have.
 
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The beatdown on the Knights was... cathartic. Nepgear is right, this whole thing was stupid from the start. White Knight is Worst Girl. As is Red Knight. And Goddess Red gets second place solely for resurrecting Sega, otherwise it'd be a three-way tie.

[X] Visit Doctor Alexandra's Team
Seems like a sensible thing to do. Stay on top of our teams' equipment and abilities and all that.

[X] In Memoire - The White
Little sisters should stick together and unfortunately there has been very little of that lately.

[X] Team GEAR vs The World
This, we've got to see. The Golems have been hyped for a long time now.

[X] Practice
-[x] For God's sake, get a handle on your powerlevel. You're strong. Really strong. Get an idea of exactly how strong you are without [PEACE] bullshit interfering and hopefully learn to control it. Or at least learn a few tricks using your uncontrollable POWER.
 
Silence settles on the potential field of battle, Red Knight visibly considering our words, White Knight in turn smiling hopefully at her friend. (Former friend? Former Girlfriend? What ever the hell she was before Hope.)
Is Divinity and Rei's influence making Nepgear use the royal "we", or was this meant to be "your"?
Once your presence would have been easily missed. Now, it is not something that one can ignore.
Sounds like we're well on our way to Overwhelming Presence.
-Once per battle, if an attack would kill Red Knight, survive with 1 HP instead.
But the attack wouldn't have killed her?
-[X] Upgade Starfall to level 20 (540)
Do you mean Starshine?
 
She's including White Knight.

[X] Plan Get On Top of Things
-[X] Visit Doctor Alexandra's Team
-[X] In Memoire - The White
-[X] Team GEAR vs The World
-[X] Go On a Mission
--[X] Operation: Charon
--[X] Operation: Artemis
Hmm...I certainly don't have any problem with this plan, but I'm not entirely sure if we have the actions needed to do this.

@Crystalwatcher, quick question: Do Operations Charon and Artemis both only take a single action?
 
She's including White Knight.

[X] Plan Get On Top of Things
-[X] Visit Doctor Alexandra's Team
-[X] In Memoire - The White
-[X] Team GEAR vs The World
-[X] Go On a Mission
--[X] Operation: Charon
--[X] Operation: Artemis
Isn't charon tomorrow?

[x] Plan What We Can
-[x] In Memoire - The White
-[x] Lucky's Magical... Musical?
-[X] Team GEAR vs The World
-[X] Visit Doctor Alexandra's Team
-[x] Visit the Command Tent / Go On a Mission
--[x] The Pale Light of The Moon


[x] Save It~
 
[X] Plan Divine Preparation
-[X] Visit Doctor Alexandra's Team
-[X] Team GEAR vs The World
-[X] In Memoire - The White
-[X] Visit the Command Tent / Go On a Mission
--[X] The Pale Light of The Moon (Operation: Artemis)

[X] Plan Upgrade
-[X] Upgrade Celestial Severance to level 20 (540)
-[X] Upgade Starshine to level 20 (540)
895 XP remaining
 
Outright mentioned in the update:
Oh, right. Somehow I had missed that. Alright, then, I'll switch to your action plan.

[X] Plan Get On Top of Things
-[X] Visit Doctor Alexandra's Team
-[X] In Memoire - The White
-[X] Team GEAR vs The World
-[X] Go On a Mission
--[X] Operation: Charon
--[X] Operation: Artemis

[X] Plan Upgrade
-[X] Upgrade Celestial Severance to level 20 (540)
-[X] Upgade Starshine to level 20 (540)
895 XP remaining
 
[X] Plan Get On Top of Things
-[X] Visit Doctor Alexandra's Team
-[X] In Memoire - The White
-[X] Team GEAR vs The World
-[X] Go On a Mission
--[X] Operation: Charon
--[X] Operation: Artemis
 
I have to admit, that beatdown reminds me of something... Oh wait.
 
K, I guess I'll swap to that. Though I'm a little sad about missing Lucky's thing. We can do it tomorrow, right?

[X] Plan Get On Top of Things
-[X] Visit Doctor Alexandra's Team
-[X] In Memoire - The White
-[X] Team GEAR vs The World
-[X] Go On a Mission
--[X] Operation: Charon
--[X] Operation: Artemis

[x] Save It~

We don't really need numbers. Save XP for new spells/abilities.

Maybe
we could upgrade our weapon for the extra APT, and I guess we can use more starshine levels for army-slaying eventually, but why would we ever need more numbers on severance?

EDIT:
...I could've sworn we went over this a couple updates back and concluded that missions can take up more time if they run long, which they can.
...and now I'm not sure. Hmmm.
 
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